RogueIdea

RogueIdea

Joined Member # 2448946
17 Posts 97 Replies 9,320 Reputation

Another thing about the combat system: Maybe I'm not thinking sci-fi enough with this one, but why not make some of the things available to military starbases available to ships? That way, like modern navies, certain ships would be dedicated to anti-air warfare for the whole fleet/battlegroup/task force. This could be, maybe, a defensive multiplier for the other ships in the fleet, allowing defenses to be pooled. Of course, you can't pool armor so ballistic weapons would take on a ne

36 Replies 19,804 Views

Here's a few things off the top of my head: 1. Krynn campaign. I expected to see the Krynn at the end of the Drengin campaign, but of course I didn't. 2. More work on the combat system. The roving pirate bands that have huge attack and defense numbers keeps things interesting, however it does get to a point where defenses are fairly well useless and things become a battle of attrition; i.e. cheap expendable ships. Defenses should be cheaper, or more powerful or maybe both

36 Replies 19,804 Views

Well, the mega event happened where a race gets +1 in each ability every turn, or something like that. Is that the one where the race finds a precursor artifact and will eventually become godlike?

12 Replies 6,596 Views

Alright, I've had 2 seriously cool megaevents. 1. The Jagged Knife appears, and takes 3 planets from each civ and has the combined techs of all involved. The only odd thing was that...we were at peace even tho the event described as something of an insurrection or rebellion. 2. Pirate swarms. Swarms! They murdered all my trade routes, all my lightly defended starbases and decimated my fledgling military! Woohoo for good pirates! Or bad pirates! Or whatever! Anyway, I t

12 Replies 6,596 Views

Hmmmm...I'm no expert and I'm not a wiz GC/DA player, but I've found that ships heavy on defense are very very useful. The best example I have was during the DA Campaign on the mission where you defend the Drengi homeworld. I was taking a beating. I couldn't field a single ship that could go toe to toe with the opposition, let alone opposing fleets. It was a battle of attrition and they were winning. Once they took down all my ships, waves of troop transports came in, etc. I knew I

13 Replies 6,249 Views

In the DL campaign, one of the missions I built the GP and the DL keep trying to attack my freighters for a single turn. After that they got right torqued off and came and invaded just about all of my planets. I've never seen the AI get 'stuck' on attacking minifreighters other than that.

15 Replies 9,842 Views

I like the way the engines are setup now in DA, ships make much more sense now. However, I would like to see this single change: Huge ships--no change. Large ships = [Engine] + 1. No change in cost or size. Medium ships = [Engine] + 2. No change in cost or size. Small ships = [Engine] + 3. No change in cost or size. Tiny ships = [Engine] +4. No change in cost or size. I think this would better represent the lumbering hulk of a larger ship verses a m

7 Replies 4,989 Views

Hi stardock. I didn't remember the sales email, so I thought I'd post here. I went to purchase Star Rangers 2, and it gave me an error that the transaction couldn't be processed and no money was removed from my account. So I went back and fixed up what I thought was in error and tried again, same result. So I tried one last time, same result. So, I went to my banking website to check what might be wrong, and I see 3 charges on there from Stardock for $19.99 (the price of the game)!

3 Replies 2,066 Views
Reply to Maurading Pirates in Ideas

I'm not a dev, so I wasn't involved with the pirate-nerfing. There were complaints on a regular basis though about how strong they used to be. Wow...I'd say "wow, are you kidding?" but I left my Captain Obvious outfit at work. What version of GC2 has un-nerfed pirates?

39 Replies 75,870 Views
Reply to Maurading Pirates in Ideas

Another cool (and vexing trick) is if the pirates could steal your ships and make them a very powerful race to be reckoned with! Oh, that's a cool idea. If you lose combat, instead of getting your ship/fleet destroyed, they just get your ship. I like that. They could start off with a rag-tag fleet, and go after ships they can win against with

39 Replies 75,870 Views

I've read that in DA the yellow and red planet tiles are only made available after the appropriate tech (e.g., soil enrichment) is researched. Seems like they're making alot of good changes in DA. I especially like the terraforming stuff so not all the planets can be colonized in the first year (or whatever) of play. Of all the stuff that bugs

18 Replies 35,947 Views

My guess (and I don't know enough about your style to be sure) is that your problem is population. Even with lots of stock markets, you need high pop to really have a healthy economy. Well I'm not sure what my style is. I try to keep a high approval rating, usually 80s-90s. I tend to dilute my planets unless they are very opportune to speciali

18 Replies 35,947 Views
Reply to Maurading Pirates in Ideas

Better yet, make their intensity like an option, much like you do with number of planets, stars, and anomalies. That way, players who like having pirates can choose to how severve a problem they will be. I wouldn't mind playing a few maps where they were set to "Overwhelming". Oooh, how CivIV! I like it <img src="http://images.stardock

39 Replies 75,870 Views

As far as playing Neutral goes I've noticed Neutral has the big early advantage of giving you all the tiles for all your planets Right NOW Yep...and you get to save that whole tech thread for planet improvment and put it someplace else. I'll usually research the first one (Soil Enrichment?) since it's cheap, early, and faster to research at that

18 Replies 35,947 Views

I wish I didn't oversympathize with anyone who has their paycheck directly connected to tehir keyboard time. I'd love to see some lengthy Stardock responses to this wave of stargate talk--particularly a rank-ordered list of how much work some of the different suggestions might require. Ooooh, come on now...programming isn't hard... (hide

34 Replies 32,561 Views

Have any of you guys heard of a little know game called 'Stars!'? It was a...I dunno, maybe a Win95 game, so it's pretty old, done by probably just a couple of programmers. Some of the concepts in that game I have yet to see rivaled or beaten by any 'real' space game, including MOO/MOO2 and GalCiv2 (but GalCiv2 does really well). In Stars! each race had 'habitability' statistics comprised of Tempature, Radiation and Gravity. A race could spend points to widen thier habitability spher

34 Replies 32,561 Views

Here is another thing I'd like to see: Maurading Pirates. That do...pirate stuff. How about a 'minor race' of sorts that was pirates. They could run a protection racket against you (or other civs), for them to 'protect' your trade routes. ("Gosh, wouldn't it be a shame if your trade routes were set on by pirates? I hear they're pretty bad in this sector...let me do you a favor. For three easy payments of 250BC, I'll see to it that those nasty pirates don't bother you.")

39 Replies 75,870 Views

Rally points are nice, but it'd be great to have a 'patrol' option for my ships/fleets. That way I could tell a ship to 'patrol' and choose, maybe, the Border Worlds; or maybe All Planets; or, perhaps Trade/Shipping routes. That would be pretty cool to have 'coast guard' type of ships that had long range, moderate speed and armerment with good sensors that could patrol around my empire, looking for baddies hiding in the fog of war. Mmmm...no more fog of war! Delicious! Can I

2 Replies 5,608 Views

I've seen in other threads that Brad is almost certainly going to change the game so that the maximum ship speed is going to be about 8. Really? How come? Do you have a link? That would be a shame, really. It's kind of nice having fast interceptor fleets, not to mention the afore mentioned fast transports for getting troops deplo

31 Replies 23,246 Views

I'd also recommend that you go up to at least Tough as soon as you've learned the controls as you otherwise (naturally indeed) will aquire habits that simply won't work on the higher levels,,and tend to ruin the game for you. LOL...I'm having a somewhat tough time on Normal. Well, I can't say that...this is the first time the AI civs are keepin

18 Replies 35,947 Views

I have been building fleets of 7 transports built on huge hulls. Each has a single adv crew carrier, and a speed of something like 107. Egads. I thought a move of 30-40+ was alot. I think I might switch to a Huge Hull with 2 or 3 Advanced Troop modules and the rest engines for those really big or well defended planets. I'll still ret

31 Replies 23,246 Views

I have no issues admitting I'm a new and inexperienced GalCiv player. I started playing again recently, worked myself farther through the campaign than I ever did before (and without using cheat codes), as well as doing more regular galaxy games. I started on cakewalk, and worked myself up every time I won a game...larger universe, more opponents, etc. However, I always played a Neutral terran. This weekend, I decided I wanted to try something different, and decided on the Yo

18 Replies 35,947 Views

I prefer speedy, midrange, well defended ships. I feel they are more survivable, allowing me to minimize my military upkeep. I can bundle them with cheap attack units or just avoid fleets I can't beat.

17 Replies 11,490 Views

I think defenses are a bit of a long range view approach. As defenses get better with experience, investing on good defenses for larger ships seem worth it to me. I also use combined fleets. I'll have a Huge ship centerpiece that will have sizeable attack and defense numbers, escorted by 1 large or 2 mediums that have more weight on attack but still have good defenses (enough to take a hit or two from an AI Large or Huge ship of the time), along with corvettes/heavy fighters that only

45 Replies 24,022 Views