Lord Herman

Lord Herman

Joined Member # 2400860
9 Posts 38 Replies 178 Reputation

Maybe the different types of combat upgrades should be mutually exclusive. You'll still be able to build Battle Stations, but if you build, say, a Star Javelin, you won't be able to build beam or gun weapons on the starbase. The same would go for the defense modules. Also, improved versions of a module (Battle Stations II, for example), should work like building upgrades; you can build them directly (without having to build Battle Stations I), and they replace any older versions of the

26 Replies 15,454 Views

It's this kind of thing that shows how awesome Stardock is. Other companies would tell you to buy an English copy and that any attempt to change the language of your copy from German to English is a violation of the EULA. *hugs Stardock*

11 Replies 11,812 Views

I often have trouble identifying the different planetary improvements. The same basic building can look completely different on different tech levels, making it hard to see what I've actually built on my planets. Maybe it's a good idea to have a toggle that colour-codes the buildings. For example, it could give all factories an orange teint, while research buildings become blue, and so on - preferably matching the colour of the bonus tile icons. That way, it's much easier to see

3 Replies 4,163 Views

I agree. Most weapons look and sound a bit... well, weak. I think it'd help to make the missiles and mass driver projectiles move faster - they don't look all that dangerous when they move this slow.

4 Replies 5,329 Views

I just finished my first Twilight of the Arnor game as the Thalans. So far, the expansion looks great, but I did run into a problem. During the late game, while I was pushing for a diplomatic victory, the Peace Keepers event occurred. The Peace Keepers, however, didn't do what it said on the tin. Instead of just attacking warships that are outside their own territory, they started attacking warships (regardless of their location), starbases (I lost one influence base and one mining ba

11 Replies 4,915 Views

The exact percentage of available should be another racial trait percentage, and raisable by techs or anomalies. The reason why I suggested that it should depend on approval, is to make it represent the number of professional/volunteer soldiers you can get (the number of people willing to fight and die for their empire, which would depend on morale), rather than the number you can forcibly recruit from the populace. Of course, you could add racial traits

7 Replies 6,379 Views

Hello, and welcome to an idea I have to improve the ground combat system in GalCiv2. Basically, I think the current idea is rather silly. You can take a huge percentage of a planet's population, chuck them on a starship, and have them invade an enemy's planet. And they don't stop until every last man, woman and child is dead. Furthermore, the kill-death ratio of invader versus defender is completely ridiculous. Therefore, I propose this change: Recruitment Instead of

7 Replies 6,379 Views

The second problem seems to occur when I'm building starbase modules. I think it only happens when I'm building a module while the starbase is in view, or if something causes the view to center on a starbase or constructor.

2 Replies 3,235 Views

Hi there, I've been having a strange problem in Dark Avatar. I play the game for a while (a few dozen turns), and then the game either: a. Pops up the research screen (or is about to do so), and then refuses to take any input. It doesn't exactly hang, though - some buttons still light up when I hold the cursor over them, and I can exit the game with Alt-F4. Sometimes, after alt-tabbing a few times, the game works again. b. Starts flickering wildly between two views of

2 Replies 3,235 Views

Thank you, Stardock, for asking us for input. This is the kind of thing that makes Stardock such a great company. 1. Constructors that work like miners (as in, they're not used up by building starbase modules). Modules could be more expensive to compensate, and maybe cost multiple turns to build. 2. Logistics and miniaturization as race picks. 3. 'Intercept' option for fleets. Fleet auto-attacks enemy ships that come within range, as long as the fleet has enough movement points

437 Replies 241,065 Views

I enjoy the new spy system, but I think it could be expanded to be even better. For example, I'd love to be able to use a spy to destroy or temporarily disable an enemy ship, or to steal money from a trade route. Or use spies to cause political dissent, making my enemy lose control of his senate.

34 Replies 20,049 Views

First off, I'd like to say the custom opponent feature is AWESOME. I can easily add all the races I want, without messing around with xml sheets, and without worrying about any limit. That said, the list does get a bit cluttered after adding 10+ custom opponents. That's why I'd propose introducing race categories. Every race would be in a category, and the race list would display one category at a time (selected from a drop-down box above the list). The random opponents option would onl

1 Replies 2,997 Views

Okay, thanks. Is it safe to edit the custom race in-game afterwards, or will that reset the race image? edit: Hmm, I noticed the XML does have an entry for the trade image: [filename]_Trade.png. I'll try renaming my trade images to that format. edit: It works!

2 Replies 2,998 Views

I've been making my favourite science fiction races as custom opponents, using custom portraits. But if I use a 256x256 portrait, I get a stretched picture on the diplomacy screen, and if I use a 392x256 portrait, the race portait is squished. Is there a way (without modding) to assign both a trade portrait and a normal portrait to a custom opponent?

2 Replies 2,998 Views

If you ask me, there should be a lot less defensive upgrades for starbases. Right now, there are more defensive upgrades than functional ones. I think there should be only a few defense upgrades, which are powerful but expensive. Another solution would be a 'starbase defense module'. It is designed like a ship, and every starbase can have one of these modules. They're built by a constructor, and the cost depends on the weapons and armour you've installed on the module. Maybe there shoul

37 Replies 16,778 Views

I like the idea of a defensive bonus for smaller ships. My take on this would be introducing weapon mounts. Light mount is smaller, deals less damage, and has a better chance of hitting small ships. Normal mount is just that - normal. Heavy mount is larger, deals more damage, but is only good against large ships. Imagine light mount as small rapid-firing weapons, and heavy mount as large artillery-like guns.

37 Replies 16,778 Views