Assuming equal race stats, and average luck, the all offense ship will do 4 damage with every shot (average roll from 1-15 = 8, 8-4(defense)=4), whereas the other ship will do 5 damage (average roll from 1-9 = 5, 5-0=5). However, I'm starting to recall that defenses might be consumed over the course of battle, meaning their effect weakens...so I'm not entirely sure if I'm right. Where's Iztok when you need him? :LOL:
millertime335
It depends on what your opponents are rollin out. If you can cheaply and quickly (relatively) produce fighters and swarm, be offensive, get the heavy damage fighters. But if your ships are going to be more standalone warfighters, protect them with some defenses, particularly if your enemies have defenses against missiles, which will reduce the damage you do. Or, if some of their ships use one weapon type and some use another, I would also use the defenses. That usually doesn't happen though.
This story definitely seems a little off... [quote]He doesn't understand how the cross-posting from JU to the other sites work.[/quote] Would you mind enlightening me (and any others)?
[quote]solar updraft towers[/quote] As interesting as this concept is, .5% efficiency is rather, er, stupid. Other forms are much better. [quote]The most advanced reactors are just now passing the break-even point, and cost millions to make.[/quote] Not to mention that deuterium and tritium are extremely rare on Earth, returning us to the same problem as hydrogen fuel cells: it's a carrier, not a fuel source.
I think my point isn't coming across because I'm not saying it right. Ships of any kind should have to [B]DO[/B] something in order to produce, not merely [B]exist[/B] as an extension of planets, cranking out research. If there is some system where a ship can, say, scan a nebula or visit a planet or whatever, and doing so produces research points, I'm fine with that. That would be interesting. But simply packing a cargo hull with research modules and parking it in a corner of the galaxy
I was thinking that when researching weapons, defense, and engines, that the improved designs should constitute a separate branch rather than just flowing into the next 'innovative' tech. Something like this: New Propulsion Techniques | V Ion Drive | V Impulse Drive -> Impulse drive 2 -> Impulse Drive 3 | V Warp Drive -> Warp Drive 2 -> Warp Drive 3 -> Warp Drive 4 -> Warp Drive 5 | V Hyperwarp Drive -> Hyperwarp Drive 2 -> Hyperwarp D
It's the reason that the research, military, and social sliders are placed under a master slider: by not being able to run everything at 100% all the time; it [I]deliberately[/I] forces you to balance difficult management choices. Free research points would bypass and thereby exploit this system. I think the best implementation would be to focus on anomalies, like putting greater chances of getting the "increased our knowledge of this tech by 25%" anomaly. Anomalies are, essentially,
[quote]international space station[/quote] GalCiv already has research space stations, the research mining resource. But as I said, the system of resource bases aren't that exciting; something to spice it up is in order, in my opinion. [quote]hubble telescope[/quote] What is a telescope if not the earliest form of scanner? And what does it do? *drumroll* Survey stellar phenomenon! Then, we on Earth get the pictures and study them! (forgive me if I'm coming off as s
I second the motion. Congress shall now debate.
[quote]Im tired of ships only being good for war![/quote] I agree with this statement, but I don't like this research idea. What could a ship-based lab possibly bring to the table that a planet-based lab doesn't? A ship would have a small, cramped lab, with jack-of-all-trades equipment; they wouldn't be able to do any intensive research because of this unspecialized, inadequate equipment, and because of a lack of resources (a ship can't hold as much raw and/or processed materials as a
I think religion is already encompassed by influence; after all, it's just another part of one's culture, hence Cultural Victory could be interpreted as religious conversion. Maybe a broader element, Culture, could be introduced. I have no idea what benefits it would have, but it could be similar to political parties; you just pick a cultural ideology, such as Religious, Naturalist, Urbanist (don't know if that's even a word), etc. Your choice, besides having a few minor increases in abilitie
I definitely second the idea of building an ethical reputation by your actions, not just the choices that pop up in events. I would also steepen the monetary penalty for choosing an alignment that is far from your own; being evil and buying neutral for 2500 is the best deal ever, but it shouldn't be. Perhaps make it proportional to current treasury/economy? I also am greatly in need for a way to automate the distribution of warships amongst planets; the same principle for constructors
[quote]If you have constructors lurking nearby, you can pick them up.[/quote] I'll one-up that one: I position a cheap fighter next to the resources I camp, then sell them to the enemy civ and watch the base fall the next turn. :LOL:
editing previous post (darn you gallagher! :LOL: ) If a ship that is pretending to be another race is caught, you lose your diplomatic influence with any involved civs, perhaps to the point of bringing war upon yourself. Gap generators would be starbase modules and/or ship modules that regenerate the fog when an enemy ship isn't present.
While I'm not sure a straight cloaking device is the answer, I do think the game should involve more subterfuge. I like the idea of "faking" a ship with the colors of another race, so you could even start a war by attacking with ships pretending to be the Korath or whatever. Also, the AI considers the fog of war right? As in it has to explore to locate planets, anomalies as well? Why not just have gap generators, a la Red Alert 2, which restore the fog of war for enemies? They would regener
[quote]Destroying the base and building a new one, or trading for it are the only ways to take over a resource starbase.[/quote] As of yet I have never seen any Normal difficulty AI trade away a resource starbase for any price. Can't say if they will trade them on lower difficulty.
What about allowing the Korx to give multiple economic treaties? The Korx use their economic might to their diplomatic advantage. Or you could go the other way with this; the Korx aren't allowed to give out any economic treaties. They don't like to share their hard earned cash. On a side note, your Piracy idea brings to mind an idea I had (and I'm sure others have as well) about bringing a new dimension to GalCiv: ships that act without "official" government sanctions.
All your unused social goes to military, and vice versa. If you use neither the amount you would have spent on military/social points that turn is returned to your treasury.
[quote]what does influence points really do for you anyways?[/quote] I'm not sure, but I think they are the actual measure of how much your vote is worth when the U.P. meets. [quote]It would be nice if you could bribe other race to vote with you.[/quote] That's precisely how you do it, buying influence points from other races, so you essentially get their voting power for the next U.P. proposal.
[quote]building a new computer is time consuming [/quote] Awesome! A crazy gaming machine, or what?
As far as planets are concerned, I usually define their need, and then fill with money. Planets with bonus tiles are built with the necessary structures to utilize those bonuses (exception: don't use farming bonuses). If I need a manufacturing planet, I build 4-5 factories, a power plant, and a starport. Research planets get a few research centers and the coordinator. After building what I need, any left over tiles are built in the following order: farm, bank, morale center, and cultural cen
[U]Anarian Consortium[/U] Super Diplomat (though more often than not I play with abilities disabled) Populist Party +30% Diplomacy (10% from party) +20% Economics +30% Morale (10% from party) +1 Speed Starting Techs: Hyperdrive Planetary Improvements Xeno Engineering For the logo I use the blue circle with a tall white triangle inside it (because it's like an "A", joy). My ships use the same color scheme of blue on silver.<br/
Halo, in my mind, is to the FPS genre as Starcraft is to the RTS genre. They both emphasize fast-paced, intense action which at its best makes for a very fun game that just never stops, but at its worst feels somewhat distanced from its cousins in their respective genres, somewhat lacking in what people (or at least myself) look for in those types of game. That said, Halo 3 is still an awesome game; the use of equipment was brilliant in my mind, its definitely spices things up. I'm no
The question regarding hydrogen, synthetic fuel, or straight electricity, is whether or not our energy budget can support them. Fossil fuels are eventually going to run out, and we are going to have to make a switch to solar, water, wind, and geothermal. Hydrogen or electric cars have nothing to do with the actual energy we can produce. So it boils down to this: Electric cars (as far as I know) are the most efficient, but the least convenient; once our green energy infrastructure is built up,