Was looking through the planet improvements and, amongst other things, happened across the "Anti-Matter Powerplant". Neat little bugger. Seems like you can have one per planet. Naturally I played with the values a little, but hey...it still works as intended (or not).
liveload
Luck had little to do with the Hood's demise. The ship had some fairly decisive flaws.
Excellent news. Now our ships will no longer suffer from a sudden onset of terminal obesity.
SOTS so far has really impressed me. Very slick little demo. The GF and I have been wearing the multiplayer out! The random tech tree is quite nice, as is the 3d starmap. Like others have said; SOTS hasn't replaced GC, it complements it. The full game is definately being purchased when it comes out.
Beating the ai in ship combat is easy. Doesn't matter which "race". They all do exceedingly dumb things on a regular basis. All it takes is to spam the map with cargo hulls that are packed with weapons and engines. Forget about defense and all the other useless junk that serves only to reduce your speed and firepower for absolutely no worthwhile return...unless you consider a quantum leap in maintenance costs something to write home about. The late-mid through endgame defenses are so patheticall
"The solution is to simply fix sizemods to calculate based on the base hull size, not the miniturized size. Doing this would solve the problem and make miniturization much more worthwhile across the board." It's not something that's moddable, right? The fix would require coding time, if I'm reading your statement correctly. It sounds like a simple enough change. It actually sounds simple, not just perceived as "simple" to the gamer and an odious nightmare to the programmer. Sounds to m
I don't have any serious issues with the last two miniaturization techs if my race has no added ability in that regard, and if I research all of the techs. I noticed at some points along the miniaturization branch, certain hull sizes favored others when it came to existing ship designs. While one design might find itself with a sudden onset of obesity, another might find itself with a few extra points to spend. IMO, the two best ideas are to either (in a mod) remove the s
Ick! "The Grind". I know about "The Grind". I played wwiionline for about 4.5 years. That's a whole other league, all by itself. SWG has ADD by comparison. Edit: In all fairness to CRS, if they had SOE's budget to work with, even 1/4 of it...the possibilities are tantalizing to say the least. Unlike most, they really do care about their subs, even enough to personally flame their posts, item by item...most often in an attempt to convey "the truth" as they see it.
It's a rounding error that causes the sizemod weirdness, afaik. The only "fix" for it that I've heard of is simply multiplying the effected values by a factor of 100. While dealing with larger numbers, such as that procedure would create, probably makes things a little harder to keep track of in some ways; it also reduces the effect of the rounding error so that it makes less of an impact. Someone has already done that x100 idea in a mod, although I have yet to personally try it. Hones
Is piracy tied to the prison? I was under the impression that the prison riots were triggered by that event.
there is also the omega defense system which double the hitpoints of ships orbiting the planet its built on. there is the hyperion fleet defense which assembles all orbiting ships to fight, regardless of logistical limitations. there is a spin control center which makes your fleets look much stronger than they actually are. I think military starbases also help, but I'd have to double check to make sure they actually do assist in such battles. With all of the a
I'd like to see a more persistent pirate element added to/modded into the game. Some of the most memorable battles I've had have been against pirates. There should always be the chance a merchie will be attacked by piratical elements. The further away from a planet, starbase, freindly warship, or naval facility the merchie is; the more of a chance of piracy there should be.
The orbital fleet manager will force engagements to occur on the fleet level when planetary battles are fought. If 10 ships orbiting a planet with no orbital fleet manager are attacked, they will battle 1 ship at a time against the attacker. If there is an orbital fleet manager, as many as that civ has logistic points for will assemble and come out. Not building orbital fleet managers is a cheesy way of making things take longer, imo. No navy would send its starships out piecemeal like th
The Secret Police HQ gives the planet it's built on a 20% boost in morale. This means that if you build it on a planet with 43% morale, it will provide you a boost that equals 20% of that. That works out to a net gain of about 8 percentage points, so your morale will go up to about 51% after building the Secret Police HQ. On a side note, how happy do you suppose such a facility should make denizens of the affected society? Personally, I find the idea of secret police to be a repugnant
wait did you say multiplayer? my gf will want to try this. we like to play games together and galciv is the only one we can't do that with. the demo includes multi?
100 trillion? eheh that's one bigazz sardine can
Often I disable tech trading, but still end up with everyone emulating each other. This is not only natural, but it is good military practice to at least be on relatively equal footing as those who might wage war against you. Occasionally in war, someone thinks outside the box and it actually works. Then you have a breakthrough until someone comes up with an effective counter. Example: American Civil war firing lines broken by powerful artillery and better rifles, Advances in w
I like the defensive bonuses. Until the nme gets psyonic beams, that is... 12 point weapon that early is a real bear. When the ai suprises you by grabbing xeno ethics early; it can really throw a monkey wrench into the works when they show up toting those things and the best you got is dynamic shielding at 6 points of D and some ungodly huge size compared to other defenses.
weapons with large base sizes and small sizemods will work best on larger hulls, esp with miniaturization. Small base size with a large sizemod works best on smaller ships. It all depends upon your overall naval strategy and that of your opponent. 2 black hole torpedoes wont be as useful as 1 black hole gun if your opponent has ships with effective missile defenses.
Only having one slip to build in at each shipyard is a bit of a bear sometimes. One thought that occured to me when considering the dilemna of balancing starbase placement was a mechanism which increases overhead costs the further away from a colony a starbases is located. Make the penalty steep enough and it would discourage placement of any large scale naval shipyards in logistically unsustainable space. Considering such a deep space venture would either have to be completely
I never upgrade ships unless they are experienced and have advanced beyond level 0. I won't waste the $ upgrading ships that haven't seen action. Just decomission the old ones when enough new builds to replace them are near completion.
I have had some success with trading for the starbase. Specifically I build an equivalent starbase in the other civ's territory and then swap starbases. Sometimes we have to throw other things into the deal to sweeten the pot. I find that the ai seems reluctant to release influencers when it finds your own civ's influence alarming.
Whatever you do, the fastest way to lose a player like me is to take time away from the galciv genre in order to make fantasy/role playing games. I have had more than enough of men in tights running around saying forsooth and casting magic spells. That crap is so disgustingly ubiquitous that anything added to the genre would either have to be a real blockbuster or it would just fade into the mass of mediocre games that hardly anyone remembers.
The hulls have tech requirements tied to them. I have a few small hulled designs that require xeno industrial theory to unlock the blank hull. One design requires logistics just for the blank hull. I have looked through the shipcfg and shipname.xml files and have not found where those doggone requirements are hiding. I have just resigned myself to researching those techs before I can use my ships. Not like I really need them before those things are researched anyway, but still; not being able to
I have to disagree with the statement that starbases are too weak. It is my opinion that any relatively stationary object is dead meat to a mobile attacker in space. Nothing will prevent the attacker from sending in missiles ballistically at near C strikes from outside the powered missile envelope, or coasting missiles in under stealth/unpowered ballistic flight to have them power up and make their attack run before anyone has the time to react with an effective defense. Finding an object in spa