Ya, it's kinda disturbing that troop carriers disappear when they're used. I guess that keeps you building them as an invasion cost v. just using a couple everywhere. Anyway, I too just use cargo hulls. I tend to make 'lightening' transports that are designed to be launched and invade on the same turn. I use a single troop module and the rest engines.
RogueIdea
I think the way Stardock does thier copy protection is great. When I moved, I left my GalCiv CDs and manuals behind, and didn't know for months (too busy with other stuff to play any games). When I finally had time, I was able to recover my serial from Stardock and download the full game and I was very pleased with that. I've lost games before, or worse, the CD key (worse cuz you have the game, know it's a legit copy but can't play it), and end up just buying it again. It sucks, but
I got seriously waxed in the Apocalypse mission. I did 3 restarts, and finally decided on my last restart that I'd fight it out to the end. While I got a bit upset because the Dread Lords are so powerful, I liked the idea and feel of a desperate struggle against a dangerous foe. That being said, on my last restart I controlled 4 planets in the same corner captainvideo was talking about. I focused on economy, and traded all my non-military techs for the military techs that I wanted/ne
Here is my idea for tactical combat. I'll call it GalCiv Fleet Tactics. My idea is to introduce new tactical elements, while keeping complexity for the player to a minimum and keeping GalCiv grounded as a strategy game. Fleet Tactics will introduce one new technology thread, a 'weapon class' and a 'role' feature. I'm also going to give the ship sizes an update, with Tiny, Small, Medium, Large, Very Large and Huge. First, a new combat statistic of 'manuverability' w
I'm curious if GalCiv will ever add a cloaking device technology thread. It seems consipiciously absent from an otherwise comprehensive tech tree. Cloaking devices wouldn't need to make ships 100% invisible, per se, but perhaps just cut down the range of ship scanners. For example: 'level 1' cloaked ship could only be seen at 50% of the range of a 'level 1' scanner. 'level 2' cloaked ship could only be seen at 25% of a 'level 1' scanner, or 50
I don't have the beta yet, but 2 things occur to me: 1. Pre-position the majority of your warships inside Yor territory, and capture as many planets as possible on the first turn of the assault. >>Semi off topic aside: I did that sort of thing in a CivIII game...I prepositioned my forces outside the enemy territory, and then parachuted in alot of my forces. The enemy country went from occupying 2/3s of a large continent with maybe...15 or 20 major cities...to being wip
I didn't know where to put this, so I figured off topic was a good guess. In playing GalCiv, I thought it would be cool to have some way to chronicle events for a given game, and then output that chronicle as plain text or maybe even RTF or HTML for formatting options. Here is what I'm thinking: when I design ships, I will often put some sort of short backstory in, why they were designed, if they are an export ship or if the ship was rushed into production under the pressure of war. I thi
I dunno how easy any of this is, but here's some of my pet peeves with GC2: When I use the CivManager to look at a planet, it takes me to the colony management screen, but not the actual location in the galaxy where the planet is. Related: no find/search/go-to type utilty for finding a planet. Related: no find/search/etc for finding a ship in space. When I'm upgrading a Star Base it would be nice to see the u