Ok, been out of the loop for a while but a forum search didn't come up with anything. Whats this about super abilities that you can assign a race? Or are those basically the innate stat bonuses you get with some races?
Fuzzybunnies
I think you can only edit something if its the last post. Regarding the actual topic, I think it could be cool if it was a mix of fighters and transport ships, maybe even just holding a couple hundred troops each. That way, if you have a bunch of undefended planets (like I usually do) I suddenly have a threat of a thousand invading ships picking away at my undefended colonies.
Hrmph. I think I need to reinstall. I'm running an Alienware 3.4ghz Hyperthreaded Pentium, 1g ram, Nvidia 6800GT video card with 256... and I'm crashing ALL THE TIME. Quite often right after I overwrite a ship design and it tries to go to the upgrade screen, it'll CTD. Othertimes, just random crashes about once an hour or so. Sometimes I get lucky and I get 2 hrs with no crashes. (Still hasn't stopped me from gigantic gaming sessions tho <img src="http://images.stardock.com/gc2/T_DL/sm
hrmm so if the gigantic Yor empire thats right next to you is PO'd at you, you can't raise their opinion by giving them a gift? That seems sort of strange... or does it just not raise above a certain amount? Or does that refer only to cash gifts?
While I rarely put any weapons on my starbases (or heck, even use military starbases anymore) I think the biggest benefit of constructors vs huge hulls is that it takes far less time for 10 planets to build 1 constructor each @ 200 MP, than it would take 2 planets to build 1 huge hull each at 1000 MP. Darth's idea seems like the best of both worlds though... I might have to try it next time! Question to the military base users tho... if you have a starbase with units near a p
I agree on the numbers issue... it seems to give too much specific data like "attack of 10 and defense of 0"... some relative wording would give the text a better flow with maybe an option to use hard numbers (ie slightly more powerful but unarmored). The civ comparisons could definitely use with some softening up of the numbers. I don't really need to know that the Drengin's power was 0.56x the Coalition power, but just that they were "almost half". etc. Otherwise, this thing is lookin
Maybe they sensed your ulterior motive? I find weaker races usually can get to "close" but stronger races usually just get as far as "warm" or "friendly" Sorta like that joke about the corporate ladder... When you're climbing it and look down, all you see is a bunch of smiling faces. When you look up, all you see are a$$holes.
I think the argument is that its tough to balance them out without making them too ridiculously powerful. Just thinking offhand, one option could be to assign a hull size to a starbase, then have an offense/defence slider and an upgrade button. When you hit upgrade, it automatically takes a week (or two or more in other spheres of influence) to upgrade to x number of your best weapons and armor. IE if the slider is at 30% and a starbase has 100 spaces, it would cram as many of
The only starbases i find usefull are influence (you only need 7 consturctors to get a 230% bonus) and mining starbases. Econ starbases are good if you use them carefully. My last game I had a clustered corner homeworld and managed to get my 5 core planets within range of a starbase... dropped 3 econ starbases with all the prod bonuses. Sweet
Yeap... they should.
p.s. I have a small question.. I shall repeat again.... the one thing that drives me nuts is when the AI builds influence starbases in the middle of my territory far away from everything, and what I want to know is the AI trying to overtly force a war with me? (at this point we are usually allied). They're just trying to share some of those rocki
Keep in mind that many of us don't necessarily agree with this. To me, the non-combat aspects of the game are as important and as interesting as the combat aspects. I enjoy winning games by non-combative means as much as I do by combative ones (often because the combative ones bog down as you get closer to victory). If I were to play a game of GalCiv2 where my military's o
First of all... I've already preordered so this is coming from someone who's cash you have locked in. To everyone else, this is a $30 expansion, not a $20 expansion so it seems like we should be getting 3/5 of the content of a new game, no? Units: The new units that were added in the expansions of the other games mentioned added new levels of strategy and gameplay. Broodwars was a good example of that with the one or two new units completely changing the gameplay. I don't see
Hehheh the diplo messages like "I would declare war on you but you set my intelligence too low!" are pretty hilarious too.
I think it depends on factors like star density and map size. I'm playing one down from the biggest map (large?) and a speed of 24 gets me about 1/5 of the way across the map. Thats really not that far. I could probably see a 20 parsec range as being doable IF there were some options for faster ships within your empire. Stargates or trade lanes between planets or something... otherwise getting ships from some of my original production planets takes forever to reach the front lines. <br/
I had the same problem when I tried a game on crippling and I ended up with my slider literally set at about 5% production. It was brutal. I think I pulled through it at the end with some agressive trading and eventually my taxes caught up with my production but I was too far behind by then and got wiped. The 2nd time I played a heavy economic/diplo civ (modified terrans with 30 econ and federalist) and was sort of keeping up but in the end got totally outclassed by the Yor who got set
Umm if you have 1.5 million in the bank, you obviously don't have a really GOOD place to spend it, so why do you care if theres an economic penalty? Same with the guy with the 800k. Its not like you can invest it in ships or something, those become obsolete and they cost money every turn in upkeep. I'd think you'd be better off having 1.5million in the bank and then just rush buying when and what you need when the time comes.
It would be great to blur the boundaries between major and minor races. Then, the "major" races would merely be the ones better off at the game start. I bet its a resource issue again... the more players, the more the cpu has to think to coordinate all the races. Minor races probably have like a "magic 8 ball" AI that is relatively simple and ra
Thanks Pierpoint for the answer. What puzzels me is how people post to use the weapon type your enemy does not defense, to me that would be fine if you only are playing one AI but each AI sets up it's attack and defense differently so if you build your fleets to do well against one AI then it could be weak against another. I find that usually a l
Then when they arrive on the planet to be invaded what do they encounter? Some soldiers, but a lot of research scientists, manufacturing laborers, and Wal-Mart greeters. Of course, this also answers the common complaint about "why do I have to wipe out an entire planet each time I take it over?"... its because all invaders here are genocidal fre
Dont' get me wrong (well not totally)... but I appreciate the effort that Stardock put into the campaign with the branching scenarios and such, but I think it needed to be tweaked a lot more to make it more interesting... Some other goals other than "capture planet x" would have been great... maybe even a campaign with a limited tech tree where you have to get a research victory... or an influence victory even. A step further would be timed missions or even escort type mission
He played the campaign, apparently, where if you just don't build ships and share techs like crazy, the other allied civs will destroy everything for you. Thats what looked like happened. I can't really disagree... if I based everything on my experience with the horrible campiagn, I'd never have bothered playing the rest of the game.
Isn't there a way to start a game with all techs? One of the game types I think. If you do that, all your old ship designs should be available. Then just modify those into stripped down versions and resave. Voila, now you have all your basic ship designs.
Well, yes, in an ideal world you're using a weapon that the enemy isn't defending and you're defending his weapon... but I think the OP's question is a bit broader than that. As I posted in another thread thats rapidly getting spammed: 0/18/0 attack vs 0/4/0 defense (assuming max rolls) = 14 damage done 6/6/6 attack vs 0/4/0 defense (again assuming max) = 4+2+4 = 10 damage done 9/9/0 attack vs 0/4/0 defense = 7+5 = 12 damage done So yes, with multiple attack
I don't see you can't play a UN Peacekeeper... not 100% sure why you'd want to though. You'd also be effectively restricting them from mounting a counterstrike. Unless its just a minor that won't concede, anyone else youre defending will probably cave in and give away their planets unless you're blockading multiple worlds.