Ostsol

Ostsol

Joined Member # 2394405
8 Posts 232 Replies 6,300 Reputation

Yeah, this has been mentioned before. Basically, it'd be nice for diplomacy to be expanded at least to the point where players can do the same things as the AI.

3 Replies 8,139 Views

In my most recent game I had the wonderful situation where one of my systems neighboured two Yor systems. I built the military starbase initially to help defend my world, but since it was so close it also proved very useful when I attacked, too.

34 Replies 27,037 Views

I think that a basic client-sever setup would be best for this type of game. PBeM works best when all players' turns are evaluated simultaneously, rather than in sequence.

9 Replies 9,907 Views

More RAM will definitely help. I'm running a 512 MB system and my page file usage peaks at around 1.1 GB when playing just on a large map. That's probably why things slow down: there's so much data that alot gets shunted into virtual memory -- which is, of course, a heck of alot slower than RAM.

1 Replies 3,316 Views

I rarely build more scouts than just my flagship. Usually I only build such ships as forward observers when I'm moving deep into enemy territory. Anyway, though, in the campaign I used a cargo hull for my scout ships. They can have alot more more engines, life support, and sensors than a tiny or small hull.

27 Replies 16,539 Views

I use a basic little naming code, then a fluff name. My colony ship is "UC-1 Coloniser", for example. 'U' for utility, 'C' for colony, and '1' for the generation. With warships the code is a bit longer. "WF-MP-1 Wasp". In the first section: 'W' for warship and 'F' for fighter (tiny hull). 'M' for missile weapons and 'P' for point-defense (any anti-missile defense).

5 Replies 6,185 Views

Heheh. . . Don't forget that the opposite can happen. In my early games the AIs kept surrendering to me when their wars with another AI didn't go well. I conquered most of the map without firing a single shot or building a single influence base.

15 Replies 14,366 Views

I don't think you should bother with a video card based on such old technology. That's a DirectX 8.1 video card. I'd bite the bullet and go for a more current low-end card. The Radeon x700 is definitely a much better choice. It does cost about $80 more, but in the long run you'll probably be more satisfied.

31 Replies 29,779 Views

Oh and please wait for the message to appear or at least wait 60 secs to make sure it wont before hitting submit multiple times I'm shocked! You mean to say that mashing the submit button doesn't make things go faster? <img src="http://images.stardock.com/gc2/T_DL/smiles/Gasp.gif" border=0 ALIGN="ab

9 Replies 5,188 Views

1) Yeah, I would personally like it if the computer didn't automatically jump to the next idle ship/fleet. At the very least, I'd like it to be an option that I can turn off. 2) You have to go into the Shipyard screen and create your own upgraded ships.

11 Replies 13,345 Views

In the absence of a deeper combat system, I think that giving the attackers the initiative is perfectly fine. My preference would be for a simulated tactical combat system. It'd have all the depth of what games like Master of Orion had, but like Stars! it wouldn't have any player input during the battle itself. The player's control is limited to ship design, fleet composition, and perhaps a set of operational directives for the fleet.

31 Replies 34,365 Views

4x strategy games have been doing things like this for a long time. Quite bluntly, it's a cheap, easy way of eliminating the trouble with modeling multiple races/cultures on single planet. If the game differentiated between soldiers and civilians, what would happen if you decided to transport more people to a conquered world? You'd have a population of two races/cultures on the planet, so the game have to keep track of it. What if the population of

18 Replies 26,958 Views

I seem to recall that the devs recommended against alt-tabbing. It certainly shouldn't crash, but if you're going to be frequently switching between desktop and game you should probably play in windowed mode.

1 Replies 2,772 Views
Reply to political borders in Ideas

Political border negotiations would be a cool addition to the game. The most basic form could be a radius around each colonised solar system, or something like that. Perhaps a system sorta like how the influence border is determined, but with each colonised solar system weighted with a constant value rather than one that is variable depending on the planet. If more than one civ has a colony in a system it could be treated as disputed territory, I gu

14 Replies 9,902 Views

By #5 it sounds like you want tactical combat, or at least simulated tactical combat (like Stars! had). I'd kinda like that, too. It'd require some major changes to the game, though, and we're more likely to see it in GalCiv3 than in a patch. Even for an expansion I think it's a bit much.

10 Replies 7,311 Views

maybe they build starbases so they would not be gobbled up by other's influence. Have you ever tried to turn a minor civ's planet with influence? It doesn't work. They're completely unaffected by influence and have no influence of their own. I mentioned in another thread that this happene

12 Replies 7,152 Views

whats the point of a military starbase when you can build influence and economic and mining starbases with all the same ship bonuses As has been said: some of the modules for military starbases provide offensive and defensive bonuses combat vessels within their area of effect. No other starbases can do that. When you have crappy ships and an

25 Replies 25,238 Views