Ok this may be a bit far out but its an original idea, (i think). what about a new twist on trading, AUCTIONS. Say i want a little cash, or techs or whatever. i put up one of my ships, planets , starbases, other techs for auction and it goes to the highest bidder. The bids can be ANYTHING you normally see on the trade screen, including declarations of war i guess. I'm thinking it would work more with unique items, like ships and starbases and planets. Doi
Minor Race
Wait, I don't get it. Are you the Krynn or the Terrans?
To respond to you two, I'd say that you can track a Starbase's crew via the 'Intelligence Report' screen, the same way you can track a ship's crew. If you are interested in starbase docking, I recommend you read the 'Starbase Hangars' in the Modding forum. (I posted a list of useful ideas in that topic). Here's how it could work. The crew of a starbase is around 1500 as listed in the Intelligence Report. If you attack the starbase, and when it is down to one hitpoint, an invasion starts
Here's my second idea. Add a bunch of 'generic' super abilities for creating your own race. For instance, when I make a Minor Race be a playable opponent, I always come up with a new Super ability, for instance: Super Telepath: Gain research bonus and start with Counter Espionage. Super Migrant: You aren't out of the game until all of your ships are dead. Super Swarm: Planets are more likely to convert during war, ground troop bonus. Super Inventor: If you are behin
What you do is you look for Sector 1,3. This will be displayed on the small tab just above the main screen and below the top map. Bring the ship there to win!
Minelayers might work better, but I think that a mine-starbase would be easier to implement.
Well... let's say that it is an intelligence report from a Terran cover-operative. I am trying to come up with a Drengin calendar. But it is complicated, so I probably will keep these coming as intelligence reports.
Okay, fine. I was only thinking shields because I was thinking Death-Star style energy beam, but reflectors work better in any case.
Nah. how about three? I don't want to turn ships into dial-up internet. (super-super-super-SUPER-SLOOOOOOOOOOOOOW). Well... early in the game, if you are building up ships, they don't really have more than two or three engine power, so that wouldn't be much of a loss. Maybe, say 1/2 or 1/3 of whatever the ship's engines are? Another idea- you shouldn't be able to see inside a nebula unless you are actually inside it. This means that the AI's att
Smurfalot, you aren't going to the right place. You are supposed to go to Sector 1,3 not Coordinates 1,3. On the upper part of the screen, right above the map, it tells you what sector you are in. Coordinates 1,3 would be three tiles up from the corner. Is this where you are going? I say this because I had this problem at first, and I saw someone else have it and start a topic about it. At least, I think I'm right... because that's what other people said when they were asked fo
Well, I used this once and I was playing as a custom race with the Drath Super Ability (What is it called?). I was able to convince almost every race to declare war on the galactic superpower at the time, the Yor, and then I got the Yor to declare war on the second strongest race in the galaxy and a few others. Then, several of these races were beaten by the Yor and surrendered to me. I've heard people say that the Drath ability doesn't do anything, but I can't remember if my war-manipu
Wow... never had an Arcean say that to me before. You know that they are twelve feet tall, right? (Attempts to picture Arcean in human clothes...)
I like minors (hey, why do you think I call myself 'Minor Race'), but they are terrible in GC-2. The main idea I want implemented is a Mega Event/Event like this: The (insert Minor Race here) have recently developed advanced hyperdrive, and a change in government has made them eager to expand. They have claimed several star systems in the sectors near their home planet. Or, it could be an U.P. issue where you vote how many systems that minor player should get near th
I like your ideas, ShadowWorrior. Maybe planet creation could be added, but why does it have to be connected to Terror Stars? Well, let's be scientific about this. I think that each module upgrade to a Terror-Star converted Starbase or such would add destruction abilities. At first, you can only smash 1-5. Then, 1-10, and so on until you get to 25-30. Depending on a Terror-Star's power level (and depending on the planet you are attacking) if you have sufficent shields to block, say, 18
Nebulae Ideas from CivIV and the gaming world of Star Trek: Hmm. I just had an idea. You guys know about the Final Frontier space scenario in the new Civ IV expansion? I got that the other day, and played that scenario, and had some ideas Nebulas are impassable, while radiation clouds and such deal 25 to 75% damage. I think there were other objects, but I forget what. But anyway, in Star Trek Armada (a good space-strategy Trek game, in my opinion), there are various types of ne
Hmm... 1. Nebula? A nebula would, depending on it's type, slow ship movement, damage ships actively, or provide valuable resources (by using... a 'Nebula Miner!- I don't know), but they could be a hindrance to combat, as a fast fleet could stay in a nebula awaiting an attack by a slow fleet, then use their engines to evade ships with 1 movement point and wipe them out or escape. 2. Solar storms sound more like a mega event or just an event. The idea of a storm taking place sounds in
I had some ideas. What if, you could 'mine' a wormhole (ST:DS9, I know...), so any ship that came through exploded, detonating the minefield. A 'Minefield Starbase' would be built by a constructer, and various modules increase the number of mines. As such, if there is a wormhole leading to, say, Drengin territory (Your enemy), you can shut it down. Of course, the minefield could be destroyed like most starbases... it only activates if you use the wormhole. Far enough along in t
Well, as always, most of this was already mentioned. Something that was not mentioned is that there are many, many docking ports on the starbase intelligence reports. Military: 1. A fleet of ships can dock and 'add' to the starbase. If the base is attacked, the fleet will help defend it and the starbase will be 'part' of the fleet. 2. Damaged warships could repair at the military starbase much quicker than normal/ 3. A starbase could 'join' a fleet and only provide
Hmm... don't know if it was already said and I don't care, either. You should be able to use spies on asteroid bases and on starbases. On an asteroid base, you could try to destroy the most recent upgrade, or just sabotage production. Depending on what starbase, you could hinder the bonuses being provided (Deactivate weapon systems to eliminate weapons boost, raid freighters to cut economic and trade, sabotage mines to stop resource mining, undermine culture to lower influence being spr
And there is a difference between trade goods and a super project, correct? A trade good you can lose, and buy and trade etc. but a super project, after you build it, is always yours? Yes, a trade good can be sold to other players, but a Super Project... it can be conquered certainly, and I suspect that the super project changes hands depending on the ownership. As such, it doesn't change much if you conquer the trade good... only that you have
I know I haven't done anything on this for half a year almost, but I am working on the next section. Due to a series of complicated events, I never posted the one after this.
I have an idea for lunar usage. Forget about colonizing them, but what about having the option (in the planet menu) to build 'Lunar outposts' that increase the benefit of a moon? Like a research base or a production base.
Hmm. Even one scenario, though... it will get modders interested. They will start making more space mods, maybe. But I agree that it won't be as good as a game that is a space strategy game (ahem, this one). But I am looking forward to Beyond the Sword and Final Frontier. As a player of both games (Civ and GalCiv) I really don't care whether one copies the other. Those who play both will probably look at it that way. But those who play one or the other won't.
Well. 1. Minor Race to Major Race. I think others may have brought this up, but this is a really good suggestion. Right now, minor races are absolutely terrible. The planet said minor race controls becomes their capital and ships can leave from it. Then, all planets in the surrounding sectors should have a chance of cultural defection to the new major race. This would make games more exciting because since minor races don't have influence borders, players usually build around the minor
Wait... are there twelve major races now? Why the Vulcans and Andorians?