The only uselful role I see carriers playing in this game are to extend the range and speed of tiny hulls outside of actual combat. That way the swarm of fighters armed with 4 doomrays and an engine can be packed into a carrier with a range of 7 sct, speed of 25, and sensors of 15. That sounds like a huge amount of cheese to me. Carriers have no place in combat. Their role is outside the immediate combat zone anyway. The navy treats it carriers like an offensive line treats its quarte
liveload
Don't bite off more than your economy can chew! Too many projects at one time will drive costs up. Use 75-85% industrial capacity, using more just eats up money without much added benefit in most cases that I've found. Don't upgrade ships that are level 0. Start new builds and decomission the old ones as new ships come out (don't quick buy unless there's an emergency). Morale resources are useful, so grab them. If you get too much going at one time, you'll either have to resolve the economic cri
trading
Very interesting information, egg. Thank you for posting that. I also found 50 and sizemod -20 to work ok, but definately not an elegant solution as you mentioned. I simply found that using a large base size and a small sizemod (ala missiles) seemed to work out the best for larger ships. In this way I have made custom energy weapons which work best on large or huge hulls. On a huge hull with 144 possible points most missiles weigh in at 10-12 points while the energy and mass drivers
looks like fun gonna hafta try it out
Life? Of course it exists outside of our planet. Sentient life, as we would define it in our own image...well maybe. Then the question of timing arises. When? There may have been that sorrt of life at one time. Maybe not right this moment, in reference to our own existence. We have been around for a tiny slice of the universe's existence, an even smaller fraction of that measurement is our information and space age. How much time did the Dinosaurs have? Millions upon millions of years? Again, ju
In other news: tinfoil stock gained 50 points today in heavy trading... the Yor are on the rampage again... Alan Bradley died today due complications from his recent surgery to repair a deteriorating arterial wall. Sources close to the president say it stems from his long days in space during his service years, without the benefits of artifical gravity... Another Torian freighter was impounded by Martian port authorities on suspicion of recieving stole
That would be nice. I started a capital weapons thread awhile back asking for a way to do essentially the same thing. I've played with the sizemod value somewhat, trying to use negative sizemod numbers and a large base size. While the negative sizemod seems to work, I have yet to play with it enough to figure out the math behind it. The ideal solution is a two pronged approach where power requirements and weapon mass (size) are figured in. While you may be able to stuff a plasma canno
"I keep repeating over and over that I am not really having much fun doing this." Then shut up about it. If you hadn't bragged about it in the first place, the devs would have found it all the same and fixed it. Only without all the drama which is now associated. Don't bait people, then act offended when they take your bait.
after lots of playing this seems to be a solid performer. themark 5 sensors are great. now im working on an electronic warfare suite as counterpart. Plan on having it boost defense by 15.
Hehe Not one person found the hidden sensors mark v to be a cool discovery, not to mention the utility of the +15 weapons ability from researching FCS to get it? I got lucky...I know...But still... =D
After a lot of playing around I found a much better way of doing things and in the process unlocked a component that was previously unknown to me. I removed the whole FCS tree that I created above and replaced it with this: {Computing ID="Sensor4"} {DisplayName}Fire Control Systems{/DisplayName} {Cost}500{/Cost} {Category}Sensor{/Category} {Description}The ultimate fire control and direction systems for our ships and fleets.{/Descrip
Meaningless technobabble or meaningless technobabble heavily laced with humor. I prefer the latter in a game. I do tech support all day, when I come home...I've heard just about enough dry and meaningless technobabble for the day. Add some humor if I am to be subjected to it again. =P
This is kinda like having a military resource starbase that cannot be destroyed =D Just threw this together and thought it might be nice. {Weapons ID="Fire Control Systems"} {DisplayName}Fire Control Systems{/DisplayName} {Cost}150{/Cost} {Description}Allows us to begin researching Fire Control Systems.{/Description} {Details}Lidar, Gravitics, Whisker Lasers, etc.{/Details} {Category}Military{/Category}
Negative sizemods seem to work. It will take awhile to find some values that will achieve a worthwhile result. hehe
I have been thinking upon this issue and have come up with something that I'd like to try: a negative value for sizemod. If it is possible, that would allow me to make a weapon that fits nicely into a larger hull whilst being too big to fit into a smaller hull; at least not without some significant sacrifices in other departments. This way I could make a capital class plasma cannon without having to worry about swarms of tiny hulls packed full of engines and capital class weaponry suddenly appea
Good post! My trade routes vary wildly. For instance, I establish a route that says it makes 26bc; from there it constantly seems to fluctuate as the turns go by. I see population having a big effect on revenue altogether. I had one trade route that I recently noticed running at 238bc between myself and the snathi, who are but two sectors away from my home system. It fluctuates from the upper 80's and 90's to nearly 300 bc. I don't quite get it, but starbases with trade centers
I was savagely bitten in the posterior by this one. Not once, but twice in one game. I captured an enemy planet and was rewarded by getting Supreme Miniaturization. A few turns later I captured another planet which granted me Ultimate Miniaturization. Whammo, instantly scrood my ship designs. I had to go and re-do all of them (grumble).
I've been thinking seriously about a mod depicting some of David Weber's Honor Harrington universe. A lot of challenges to that one, but I think it's doable. The extent of GalCiv's moddability (is that a word?) should allow enough flexibility to do everything except for fancy politics or tactical combat. I'd say that would have to wait for GalCiv3.
hehe, then I guess you can just skip over the first paragraph in my post and just read the line below the smilies.
Or it could be that it takes 5 million people to make 5000 combat troops possible. It's not just the guys with the guns that make up an army. I'd imagine the logistical tail of an interstellar capable planetary invasion force to be quite a bit different from your carrier group/naval task force in the here and now...from shipyards and basic training to the frontlines, that is <img src="h
Tactical combat won't be added to GalCiv II. The poll is with regards to a future sequel (ala a GalCiv III). Also, there would be an option to make it totally optional. So people who don't want to tactical combat need not worry. Sounds great. Tactical combat would really come into its own in a multi-player setting, imo.<
@lightworker: thanks a bunch! will try that. @starlost: imo, starbases are too overpowered. I'm of the thought that a relatively stationary object can be quite easily taken out by fractional c ballistic strikes from outside the powered flight envelope of any guided missiles or projectiles. No real way to defend against that kind of attack without using a picket force, a sensor n
I noticed that starbases have assist modules which can slow down enemy ships in their ZOC. How 'bout a mod which adds steeper levels of speed penalty. Call it a "minefield". It makes sense as a speed penalty would be appropriate for an area denial weapon such as a minefield.
A lot of people seem to have some really interesting ideas about tactical combat, so i thought I'd throw my own brainstorm into the mix. The most difficult part of implementing it will be the AI, in my opinion. The actual features and details of the combat itself are second to getting the AI to work with them. Here's where my idea comes in. I have been an avid fan of Battlefront's Combat Mission series of games. While they are definately not comparable games in many aspects, there are