Infoceptor

Infoceptor

Joined Member # 2566921
2 Posts 23 Replies 312 Reputation

I would like it more if the requirements for reaching intel levels wasn't dependent on passive spies. That way, if you wanted to use them offensively, you could still gain information but obviously at a slower pace and at risk of being countered. I do remember, however, stealing tech even without advanced when i bombed a civilization with like 20+ spies at once.

90 Replies 254,417 Views

Agreed. Although no one is complaining that the game is in 3d, i'd rather see the development time go into something more significant, like gameplay, balance, features and UI improvements. 3d adds absolutely nothing but eyecandy to the game, unlike Homeworld for example where ships could move in any direction. For a 4x game, graphics are simply not as important as depth. In some ways, i like Galactic Civilizations 1 better then 2. Also, as a semi-related note, i find the ship designer to be r

45 Replies 136,581 Views

Can anyone tell me what slider setting for extreme planets and random events would be equivalent to previous versions? And how much of an increase in frequency would a notch up or down be? Thanks.

171 Replies 552,052 Views

Although not directly related to the new espionage system, please make espionage bonuses more useful. As it stands now, i believe they only allow you to spend more bcs towards spying. This is nigh useless and any race that is forced to take it as a bonus is gimped as a result. Please make it more worthwhile, like reducing the costs of spys or increasing the info gather rate .

171 Replies 552,052 Views

If possible, there should be an option to remove module priorities altogether. That way, you won't end up wasting constructors on modules that you don't need at all. A option to save priority lists and load them quickly on new and old bases would be very nice as well. Maybe even have them persist through different games, like ship designs. Those features, if not there already, would make it close to perfect imo.

49 Replies 111,744 Views

As much as i like this game, i have to admit, balancing has got to be one of its weakest points. It frustrates me because you can see the potential for really cool options and strategies in the tech tree. But what you end up with are novelties instead due to terrible balance. This frustrates me even more when it is a reason i bought the expansion pack. Case in point: terror stars. Cut the research costs. Add modules to boost speed. Make the damn thing indestructible. I

57 Replies 177,279 Views

Wow. That thread was started less then a week ago and it already has 20+ pages of text? Reminds me of that quote, "never discuss religion or politics in polite company". I guess piracy would also fit the bill nicely :D. Everyone seems to have such a deadset opinion on it. Those who disagree get decapitated and burned at the stake, or at the very least, drawn into 500+ post arguments. Well, in case anyone cares, hes my opinion on it. I'll try and keep it short ;). People need more respon

30 Replies 46,587 Views

There is strange bug going on that i notice especially with capital ships. If your ship gets "destroyed" with low lp but still survives due to higher attack, its hp will loop back around to around half its total. You can easily try this out by cheating. I first noticed something strange with a ~800 hp dreadnought. I attacked a planet when it was extremely close to dying and had its health returned almost to full after the attack. A bit counter-intuitive i think :D.

6 Replies 3,986 Views

Yes, if it can't be removed easily due to the code, just have a 50/50 chance of either ship getting destroyed. Might seem a bit arbitary but ship combat relies on a bit of luck anyway. To be honest though, i really don't see why removing something like this would be so hard. Certainly no more difficult then including other features in an expansion pack.

16 Replies 17,839 Views

Remove the tie rule, but boost DL hp as well ^^. They won't be anywhere as godly without it.

16 Replies 17,839 Views

The biggest problem in my opinion is the tie rule. Since smaller craft have low hp and because the tie rule only applies, i believe, to the last ship and not the entire fleet, you will almost always lose the 100% attack ships to a 1-hp 100% larger hull. As an aside, i liked the original DL combat system better. Back when armor was different from hp albeit more random and only one ship was attacked in a single round. Back to the present, in my opinion, larger hulls are still mor

17 Replies 7,885 Views

Yeah, i definitely do have to agree that games get much harder without tech trading. I'm sure its the same for all races but especially the Iconians. The Iconians, i guess from a design standpoint, were supposed to have cheap, easily researched and powerful buildings early on but without the ability to develop them any furthur. Although it makes sense since they inherited precursor tech, it doesn't seem to work as well from a gameplay standpoint. Yes, their buildings are defini

12 Replies 4,987 Views

I'd like to see their base factories get buffed. I almost never bother with the huge research costs of getting Industrial Replicators up to any tier, unless i have absolutely nothing else to research. A refinery and fabricator on a bonus tile are good enough for most of the game. At least give the tech the ability to add more starbase modules. Currently, i don't think they can even go beyond 2 without tech trading. I also feel the super ability could get buffed a little as well. Being a

12 Replies 4,987 Views

Everything Wyndstar said is pretty much true for the Iconians, they have high maintainance buildings that cost a lot for upkeep, but are extremely high quality and space efficient. You have to be very careful initally to balance your economy out, but you will be rewarded with tons of power later in the game. Here are a bunch of strategies i went with, on a large galaxy with 4 other, randomized Gifted-Incredible AI and no initial economy, morale bonuses. - Don't go too crazy on the inita

6 Replies 5,071 Views

I already posted a couple of threads on this topic a while back and i'm sure others have as well. Look, the point is that you will almost always "loose" if you use defenses. There are situations when it can be valuable but only because you are already winning against the AI by a huge margin, whether in your technology or economy. A couple of things to keep in mind. Although anecdotal evidence does have its place in arguments, it is also very subjective. Just because defenses worked in o

23 Replies 15,317 Views

I already posted a couple of threads on this topic a while back and i'm sure others have as well. Look, the point is that you will almost always "loose" if you use defenses. There are situations when it can be valuable but only because you are already winning against the AI by a huge margin, whether in your technology or economy. A couple of things to keep in mind. Although anecdotal evidence does have its place in arguments, it is also very subjective. Just because defenses worked in o

45 Replies 23,933 Views

I think this question was raised before and i believe the answer was what e-stab said, the publishers put restrictions on the price of downloading the game so it will not compete with the retail version and thereby, the stores that sell it.

13 Replies 5,104 Views

Defense is gimped. I hope this point does not need to be argued. Take a look at the stats of any weapon and its corresponding armor. Try out some ships in the fleet simulator. You will be inclined to agree. Yes, it does have its uses, but it is not doing its job at the moment. It needs improvement. The solution also needs to be as easy as possible to implement. Although i would like to see huge, sweeping changes in ship combat, it probably is not going to happen in a patch. Not only wil

1 Replies 3,761 Views

I think i may as well start a new thread later since my original title doesn't really apply anymore. Well anyway, i've been searching for some old weapon/defense tables or FAQs that contain 1.0 values but no such luck so far. I would appreciate it if someone could link me to one or tell me how to extract this information easily. I believe the absolute easiest way to deal with this problem would be to just change values back to 1.0. They seemed completely fine back then, why fi

28 Replies 18,483 Views

Whether it’s a Space Monster or an event, i believe that there should be something to help prevent the initial colony and exploration rush. That way, you would actually have to scout and secure areas before you could move out more vulnerable ships. You simply shouldn't be able to truck off billions of people into space carelessly like now. There has to be something else that is dangerous in our galaxy besides other races. Losing a full colony or survey ship would be a pretty big blow i

46 Replies 26,301 Views

How sick would it be if these new Space Monsters could spread and breed all over the galaxy. They could inhabit level 0 planets and hop from place to place. If they were left unchecked, they would turn into a serious problem, attacking and destroying any ships in their way. I couldn't imagine anything funnier then watching an enemy civilization get slowly exterminated by these monsters.

46 Replies 26,301 Views

Looking back at my original post, I realize now that I ended up arguing the wrong thing. The main problem that I see in ship combat goes along with the example I posted previously. Fleets of high attack ships will easily win against larger ships, with more balanced attack and defense. Although the variation and randomness of defense, aka. “the luck factor” does participate in giving the capital ships a disadvantage; I feel now that my original solution will not fix the heart of the problem.

28 Replies 18,483 Views

I feel that too much luck in any game but gambling makes for a worse experience. It takes away the skill that is necessary to win in a game and instead, replaces it with simple chance. You won this or loss that because you got a good or bad roll, not because of anything that you could control and as a result, it dumbs down the game. I'm not saying that there shouldn't be any randomness at all, but there should be enough that you can get a good idea of what will happen without ridiculous values o

28 Replies 18,483 Views