Cikomyr

Cikomyr

Joined Member # 2129601
62 Posts 365 Replies 21,060 Reputation

I would like to be able to Delete Stardock's ship. These are useless, except the "base" drawing. I would love to organize the starships in the shipyards by folders. Some would be only the design, well others would be battleships... etc...

10 Replies 10,762 Views

Point taken. However, when the systems are picture on the main map, you could select it (like good'ol GalCiv1). When you select it, a smallish "popup-map" would show the details of the system if you have sufficient sensor details. What would be the details? It depends on the ship's sensors and the range from where it scans. Rank 1: Detect the system itself, # of planets Rank 2: Detect other major astronomical in a system Rank 3: Can specify the classes of planets Ra

3 Replies 3,507 Views

If we wanted to add some realism, why not include 2 layers of map. One for interstellar travels, where you only see the star, and the "Warp" technology applies for speed, and the other, where you see the detailed view of a star system, and only "impulse" technology applies? We could add some landscape to a solar system, with asteroid fields to avoid, or special anomalies. A ship that is going to be outrunned in interstellar space could fin a nearby star system to escape trough impulse

3 Replies 3,507 Views

Are we talking end-game, or along the game? 'cause for me, 90% of the game is played without any of the ultimate weapons. Off course, defences are WAY more effective if everybody follows the same line of weaponry (in my actual game, there seems to be a ban on mass drivers... and only the Iconians researched beam weaponry, so everybody is missile attack and defences). So, before reaching the super-mighty end-game weaponry, defences are WAY worth their cost. At the end, it's obs

45 Replies 23,948 Views

I find really funny the argument that "Defence are useless 'cause a lucky shot can still destroy your ship". In my actual game, I actually tried the "many-small ship with only of offence" (a strategy I herad many time on this forum) to replace my actual fleet of corvette with 50/50 (in %!). Guess what? When you have no defence, your ship will die on ANY shot, no just the lucky ones! Sure, defences are more expensive. But unless being really unlucky, your ship will have a much better kil

45 Replies 23,948 Views

No one should forget that 2 species will get blow to bit BEFORE Dark Avatar. Now, my money would be on: The Thalan. Just too powerful if run properly.. insta-factories? WTF? I have to see it yet, but I guess they'll get a big start in military and social production The Krox. Yhea, 100% trade tech sounds fun.. but.. come on, compare this to the Yor's, which gets REALLY usefull in the end-game zone, when ship can move a quazillion parsec/week. They're gonna be a pain to invade, s

18 Replies 1,797 Views

Think of it: you trace a big exploration route for your survey vessel, and one in a while, the "event alarm" informs you that it discovered a planet, an anomaly, etc.. If it's an anomaly, you can always choose to divert course to investigate. The choice shows you the delay time from your original course. If it's a system, you could ask the ship to chart it. Etc... However, later in the game, you send an attack fleet inside Drengin Territoy. It detects an ennemy dr

27 Replies 23,285 Views

The idea of turn-by-turn strategy games is to allow the player plenty of time to sit down and think about micro-managing, tactical moves to make, etc... However, turn-by-turn is lacking some kind of realism. You can't "intercept" ships when they come your direction. If I have a ship that can move 15 parsec, he can simply fly over an AI ship that is limited to 3 persec. While in a RTS game setting, the AI ship could try to intercept my vessel, forcing my own ship to take evasive manoeuv

27 Replies 23,285 Views

a protectorate would have social production under his own control, but you would get the research and military production, + a % of taxes. That would be beat. And, if you add more minor races into the game, it you could try to pit minor against minor...

14 Replies 14,349 Views

I would have it on in my Metaverse games (=every game since I only play Metaverse) but then I think having fun is more important then getting the highest possible score. AMEN

104 Replies 105,718 Views

Well, I have do say: I do not care about the outcome. I care about the game itself, the fun I have to play, and the sweat that results from a close-match struggle against... - The Drengins - The Yor + Drengins or in my actual game - Drengins + Altarian + Torian + Arcean + Drath. I KNOW I haven't played the optimal play, I done my best to NOT be the friendliest player of the galaxy, trading with only 1 civilization (Terrans). But, hell, I love it!

104 Replies 105,718 Views

I had an Idea about a new way to impliment a nice feature in the game: planetary bases. You land a constructor on a 0-class planet to claim it and build whatever kind of base you want. The benefits? It would not count against the maximum # of starbases in a given sector, and it could not be destroyed by roaming ships. I would say that they would need a transport to destroy them (with no loss on the transport's side, off course. 5 millions soldiers against a garnison of 500, lol!)

7 Replies 5,105 Views
Reply to Starbase Styles in Modding

Devs are against race-specific techs. The only thing that is race-specifics are the starting capabilities. However, different starbase design would be neat. I still think of ST:BotF's variety or starbases.

6 Replies 5,893 Views

true. But I think the: 0/2000/5000 bc to pay should be relativized. No pre-set values, just the closer you are, the less you pay. And you should know how much a decision will lean from one side to the others. like: - Built colony around native races. +200 good - Move them all in one spot. +25 evil - Enslave them. +250 evil And when you have to choose your final ethics, you compare your good/evil score, and they choose prices based on your scores. "good" civs co

7 Replies 11,635 Views

A nice game idea: - We all begin as minor civs (like 25+). But after X number of weeks, the 6-7 most powerful are crowned "major civs", and they are granted special influence and diplomacy bonuses. But there would still be a major landscape of minor civs to play around with. Major would have to ally them, or conquer them. Those who, after some time, manage to stay independant power, may form the I-League. It's not the Minor civs who should be castrated, it's the major who shoul

8 Replies 7,707 Views

A friend showed me yesterday his game of Civilization 4, and one this stroke me that really missed in GalCiv2: Civilization Flavor/Cultural choices. I mean, right now, there are 2 ways to orient your social development: - Good or evil - Democratic or Imperialistic. It should be more developped. If your empire never develop democracy and keep an imperialistic organisation (like the Drengins/Klingons), they could develop some kind of "Star Feodalism" system. You cou

8 Replies 5,384 Views

Actually, I think the actual political forms are just wrong. Tell me the single difference between Republic, Star Democracy and Federation? (Except the bonuses). None. The way it is actually implimented, "Star Republic" should work a little like the U.S.A.'s political system. Every planets has a X number of senators representing them, and the winning side of a planet win all senators. This would discourage tierce parties on planets (much like U.S.A.'s discourage non-Republican or democr

38 Replies 39,955 Views

It's great to hear that it won't be that easy to crank the taxes to 79%. Right now, in my game, that's what I have, and I still have 95% approval. There is no way to displease my people! (ahh.. Bush would love to be in my shoes..) it's also great to know that you will re-shape the starbases ressources bonuses. It was just too weird the way it actually was. Finally, don't overpush yourself, Frogboy. You don't really have to work on holidays, it's all right, you need some vacati

25 Replies 28,411 Views