monsterfurby

monsterfurby

Joined Last seen Member # 2378934
4 Posts 23 Replies 244 Reputation

Sorry for the necromancy, but since some time has passed I'd like to reiterate my quest for a mod that adds depth to the combat system. I'm not so much looking for an addition of more damage types, but more for something that expands weapon development beyond the monotonous linear expansion of damage vs. space and perhaps adds the option to branch out into researching heavy and light weapons, depending on you individual strategy.

5 Replies 5,252 Views

Greetings everyone! I have played GC2TA for quite a while now and am still hooked to it. However, I have always found the linear weapon research and deployment to be somewhat boring. Is there a mod that modifies the techtree so more different weapons are available, or introduces other changes to the combat model such as different armor and so on? Thanks in advance!

5 Replies 5,252 Views

Technically speaking, although that's very theoretical, Star Wars is fantasy, albeit in a futuristic setting. Science Fiction would require a stronger focus on the pretense that the universe is science-driven instead of being, as it's presented, magic (force)-driven.Fantasy does not necessarily mean "medieval fantasy", imho. But back to topic: I'd go with A Song of Ice and Fire on all counts.

99 Replies 262,940 Views

I agree with the OP that the colony rush is the perhaps most "artificial" and therefore least fun phase in any 4X game. It is good to hear that immense maps eliminate the problem somewhat, though I doubt that GalCiv2 went the way of Civ IV of making it actually more profitable not to rush in some cases (which is pretty much the optimal solution).

20 Replies 20,216 Views

Well, apparently an "intelligent" AI also means it's sort of exploiting the fact that building mainly stock markets etc. gives you the perfect start into the game. I personally think that this is a trick that should stay reserved for human players, as its simply unrealistic for the AI to act this way. I hope this will be fixed eventually..

19 Replies 17,166 Views

As I just posted in another thread - using the Space Empires IV System (meaning you have a text file including some names of a specific type) would at least add some flavour to the game. And if you have duplicates - well, you can easily get out 26 times as many names by adding letters before you switch to roman numerals or arabic numbers. Then of course it would be up to the player, but the fact is that I would very much like to see the computer use more sophisticated names than "Heavy Fighter"

9 Replies 5,764 Views

Usually I use an abbreviation for my race and the shiptype and a random name. For example LMD Imperator (Lex Magna Dreadnaught Imperator), and if updated go on with LMD Imperator II, Imperator III, IV etc. I would really like the possibility to have predefined names in text files to randomly pick one during the game like in Space Empires IV, that would add some flavor to the computer players' ships too..

31 Replies 19,591 Views

you could of course reduce fighters' (tiny hull) logistics usage to 0 (unfortunately no float values allowed), so you can have carrier battle groups involving a whole lot of small ships and one "carrier". Of course, that wouldn't really add the feature, but it's as close as it gets.

8 Replies 28,334 Views

I know that this most likely has been posted about a million times before, but I wonder how likely it will be for the ability to play against self-made races to be ever implemented. It wouldn't have to be too fancy, meaning a static leader pic could replace the diplo animations and all selfmade races could use just one neutral AI-set. This would certainly make for much more variance in the game as one does not have the classical roles of the traditional opponents. Is there any possibility

6 Replies 6,279 Views

I personally like that idea - especially because the initial "flagship" hardly fulfills that description. When I am talking about the flagship of an intergalactic war fleet, I most likely mean the biggest, meanest, most powerful dreadnaught available (like the Executor in Star Wars, for example, or the Sovereign-Class Federation Flagship in Star Trek, or the Whitestar/Excalibur in B5, the Vesuvius and Midway in Wing Commander and so on), nut a puny little research vessel that is on a "order and

7 Replies 9,487 Views

After playing around a little with mods, I wondered whether it would be possible to actually add new minor races instead of replacing existing ones. If it is, I'd wonder where a race is defined as minor, major or event-reliant (Dread Lords, Alliance etc.). Can anyone help me?

0 Replies 4,099 Views

Patience, my friend, is a virtue. Since the Ship Designs are stored externally and not associated to a single Civilization/Game (which I would prefer, by the way), I think this would make sense - though I don't quite see the purpose of building a Uber-ship using the most advanced technology which you won't get in-game anyways.

5 Replies 9,457 Views

Hello everyone! Looking forward to GC2, I was wondering whether or not attacks on neutral or friendly factions will still be handled the same way they were in GC1, i.E. an attack on a ship automatically causes a declaration of war. I personally always preferred the way it was handled in MOO3 as it mirrors the behaviour of real world governments in similar cases. This means, that an attack does not automatically cause war, but might be responded to with sanctions or a limited military

4 Replies 8,822 Views