Combat Mod for Galciv2

Looking for suggestions

Putting together a mod that pushes GalCiv2 into more of a combat mind set. Was going to open up the amount of ship hulls and weapons available from the start. Also add a third planet to the starting systems. Want to have the feel of being an actual space empire. Looking for suggestions tho, what would you like to see in a combat mod for GalCiv? Tweaks to ship/fleet sizes? Access to spore and terror stars earlier? Later? 

 

Also, is there a way to remove/replace the ships in the sandbox mode of Galciv? Instead of that flag ship I'd like to beef it up for example.

6,418 views 8 replies
Reply #1 Top

I like it the way it is.

There are things that I would like to change, than how fast population grows, but the combat system is ok.

 

 

Reply #2 Top

I love your basic idea, I would love to see a mod that infuses more of a combat feel into the game.  I would like to see basic naval ship stuctures.  Some things I am not sure that they are even possible, but if so, perhaps instead of size hulls you could go "designs" of "roles" such as bomber, destroyer, crusier.  They would be a combination of size and some additional bonus.  Like Cruisers are traditional large hulls simmilar to Battleships but they trade off defense for speed.  So maybe a cruiser hull has with it a plus one movement built in?  I would also like to see the weapons fleshed out,  the same guns on capital ships should not be on fighters and bombers.  Instead they should have their own lines of weapons, such as AA gun research for capital ships, fighter weapons which have a bonus against bombers, bomber weapons, bombs missles and anti capital guns that have advantages against capital ships. 

Also how about officer academies tech trees , which is already there I guess with the war colleges, but you could always flesh it out, with a top gun fighter program and fleet tactics schools, that might improve logistics and the effectiveness of a fleets fire power.

Reply #3 Top

well i am makeing a hull mod makeing all the hulls different like colony hull bommer fighter hulls ect. ect. maybe we can work to geter?

Reply #4 Top

Multiply the values of 'Productivity' elements (buildings, bonuses, etc) and you'd certainly accelerate combat!

In fact, while i think about it more, my X-Worlds mod IS such a thing with its extra sets of 71 new planetary improvements.

;)

Reply #5 Top

Quoting Freeman43, reply 3
well i am makeing a hull mod makeing all the hulls different like colony hull bommer fighter hulls
End of Freeman43's quote

 

hey, do you know how many different hull typese there are in The Bringers of Light?...let me go count the number of hull techs now... 18 plane techs (many different models) + 15 starship techs + 11 (so far) stellar navy techs=....a LOT! :D

all of you have fun with your mods :)...wish you luck

 

-Dave

 

 

Reply #6 Top

can't wait for BL to come...

Reply #7 Top

hey, do you know how many different hull typese there are in The Bringers of Light?
End of quote

 

Your own development copy, you mean?! :annoyed:

 

I play multiple mods if only to grasp some "tricks" from others... but your stuff has been around for a loooooonnnng time, DSep. Which is to say that, i too, would love to have more 'free-time' to accelerate my development rates (for X-Worlds & CoSH).

Simply judging by the response i got at I-Mod for both "yards", it seems like the One_person_as_active_developper is the only way to get things done -- eventually!

BoL, i suspect, would be no different until we all get to download *A* newest version of it.

:grin:

Reply #8 Top

Quoting Zyxpsilon, reply 7
I play multiple mods if only to grasp some "tricks" from others... but your stuff has been around for a loooooonnnng time, DSep. Which is to say that, i too, would love to have more 'free-time' to accelerate my development rates (for X-Worlds & CoSH).
End of Zyxpsilon's quote

the TBL team has started work again. Macmatt and I are working on organizing the techs before we move on. everything got a bit disorganized when we swapped from DA to TA. Another great problem has been the lack of a texturer. We've recently recruited one, but i haven't heard from him since he agreed to take the job.

Another thing, between school, homework and holidays, i personally don't have that much time for this...Lately i've been working more, whereas during the summer, i was always too tired to work on the mod. Hopefully an alpha version will be released sometime in 09. I don't know what it will include, but i plan on a release.

Your own development copy, you mean?!
End of quote

If you join the team, maybe it'll be your dev version too ;)

 

-Dave