liveload

liveload

Joined Member # 2491113
10 Posts 95 Replies 177 Reputation

oooh a sneak attack? sweet. I was wondering if the AI was capable of such a maneuver. Seems like the execution still needs a little tweaking, tho. Imagine the possibilities if you actually had to deal with a Pearl Harbor type scenario unfolding...

17 Replies 49,234 Views

AngleWyrm: I created a "new" hull designation yesterday. ADN or Auxiliary Dreadnought. Hehe let me explain. I tried a different tack for the early game this time around and chose to ramp up diplomacy techs. I built a spin control center on my homeworld when I reached total majesty. By that time, the rest of the galaxy were making plans on how to divide up my territory. As per suggestions on the forum, I took a couple of weeks to get some basic weapons and defense. I then

91 Replies 30,008 Views

David Weber's Honor Harrington series and John Ringo's Posleen universe spring to mind. Fun reads, they are.

79 Replies 72,684 Views

cool idea. It would save a ton of time and effort, because I routinely deploy an extensive sensor net of simple scout ships. You are basically buying a turn-key sensor net with that method. Upgrade the ships in place, shift them around a little to optimize their coverage and voila. I'd say keeping defenses and armament off of them until absolutely necessary would avoid even further cost. Just upgrade the sensors.

11 Replies 15,629 Views

I like it. Historically sound, as pirates were often courted by governments to do their dirty work for them. Although the idea would need pirates to already exist in the galaxy, imo. In the galaxies I've played, pirates rarely last long enough to do much harm once they appear. There would need to be a secluded "pirate base" of some sort that could act as a sort of homeworld/spawnpoint for them. Basically a place that wouldn't appear unless your ship were right on top of it. Otherwise, it would b

15 Replies 17,220 Views

I have to begin by distributing a large quantity of kudos to the galciv team. The game has been great and the updates are really something I look forward to. More praise is due than I care to go into detail about right now, but let's just say your game rocks. Now onto a small detail I thought I'd mention since I haven't seen it posted anywhere yet. Of course having said that, my first reply will probably be a link to just such a post. Ehem, anyway...It seems that the new code to all

2 Replies 3,548 Views

@syneris: Ok so that makes the dual doomray option a no-go in my opinion, however, I do see a way a branched tech tree could be accomplished with relative ease. Each branch has to diverge and then go it's seperate way and end with its own unique tech. In my running example the subspace blaster and annihilator could be moved to one branch of the tree and modded to be the top tech while the doom ray's research costs could be modified to offset the change in the other branch. Let's say that at plas

20 Replies 13,703 Views

Very similar to how I play, Iztok. I use a gigantic galaxy with rare anomalies, uncommon stars, occasional planets, stars in tight clusters, very slow tech rate and no tech trading. I like using the same tech level for several game years. That type of dynamic seems far more to my liking. What bugs me are the super short battles where you just have the hammer armed eggshells duking it out. The battles where the return fire comes from ghosts of already destroyed ships...

13 Replies 11,328 Views

@syneris: Thanks for the clarification. That makes perfect sense now that I think about it. I guess for the two-pronged beam tree, one would have to create two doom rays, one for each branch ending. Unless a different weapon was modded to fill one of the slots, in order to make two unique lines. Perhaps I could tap the elusive subspace annihilator for that role. *sounds of gears turning*

20 Replies 13,703 Views

Can the branches converge? In the previous example I gave there were two branches to the beam weapons tree. The tree branching off into either more plasma or phasors in that example. Can the two lines converge at some later point back into one, at the doom ray for example?

20 Replies 13,703 Views

I'd like to know if it is possible to make a damagemod value that scales the damage a weapon does along with its size. Also, I'd like to venture forth and ask if it is possible to extend that functionality to defenses as well. It wouldn't do to unbalance the equation by only modding the weapons. A "defensemod" value that scales along with size would be necessary, imo. Armor plate is armor plate, until you compare a DD to a BB. I know which one I'd rather be sitting in when the fecal matter hits

13 Replies 13,990 Views

Yes. Try this test: Make a custom map and place a few mil resources near your home planet. Start a new game and use the cheats to give yourself all the techs. Build a warship and launch it, be sure and note its attack and defense values. Use the cheats again to send a bunch of constructors to grab the mil resources and upgrade their mining levels to the max in one turn. Now end the turn and then re-check the ship. It should h

9 Replies 5,075 Views

I also wonder if more branches in the tree could be made successfully. For example, lets say I want to create a forked beam weapon tree which diverges at plasma 3 into two possible paths: more plasma or phasors. Is it possible? Something like that would create an avenue for a lot more diversity in the game environment in terms of what you or your opponents might equip themselves with or find themselves facing.

20 Replies 13,703 Views

Here's a nice little reference for U.S. Navy hull designations from WWII. Includes auxiliaries, combatants, yard craft, landing craft, coasties, merchant, and patrol craft. Most things that a space vessel would be doing have already been defined in wet navy terms by a hull designation...with the exception of colony ships...that is a horse of an entirely different color. Link

91 Replies 30,008 Views

I wait till someone start demanding tributes. By that time I usually have or am close to having neutrality learning centers. It is convenient in that it not only provides me with an excuse to start researching military techs, but also provides me with my first victim. The AI is never in a hurry to actually start fighting it seems. I never have to worry about a Pearl Harbor type incident so it makes planning easier.

25 Replies 14,143 Views

I use naval hull designations, a name, and a variant designation followed by subtype. Example: Tiny Hull : DD-ExampleDestroyer IIa CL-ExampleLightCruiser IIIb Small Hull : FR-ExampleFrigate A2 CA-ExampleHeavyCruiser C Medium Hull : BC-ExampleBattleCruiser IV BB-ExampleBattleship IXa Large Hull : DN-ExampleDreadnought 2 Huge Hull : S

91 Replies 30,008 Views

I guess what I'm really after is a way to mod this functionality into the game. I can cut and paste like a pro, so the xml doesn't scare me...much. If someone who knows could maybe fill me in on how to make a damagemod value that works simliar to the sizemod value with respect to scaling. Can it be done?

13 Replies 13,990 Views

And the fact the weapons add together into one large attack factor, in effect does the same thing. For example a huge ship that can hold 7 size ten missiles that do damage of 8 each has a attack factor of 80. Plus bonuses. A small hull ship may only be able to hold three of thee systems, even after miniaturizing. Attack factor or 24. So in effect the

13 Replies 13,990 Views
Reply to Convoys in Ideas

I have used the armed merchant (Q-Ship) concept on occasion with varying results. The only time I build them is when I have no more military yard capacity to spare. Having to either build the warships or divert existing units to babysit shipping sometimes is not possible. Having DD's, FR's, and/or CL's to patrol the shipping lanes is the ideal solution, but not always feasable. In those times I will use non military shipyards to construct or quick-buy Q-Ships. Non-military as in not enough produ

5 Replies 7,677 Views

One thing about GalCiv2 that I have wondered about is the scaling of the armaments with respect to hull size. In GalCiv2, any hull size can hold any weapon. A tiny hull can hold the same laser that a huge hull can. It's odd to me that the weapons don't scale in damage like they do with size. For instance, one cannot mount the 16" guns of the USS Missouri on the USS Cole no matter how you slice it. It would stand to reason that the missiles an SD carries will be both larger and more p

13 Replies 13,990 Views