Silphius

Silphius

Joined Member # 3012848
2 Posts 55 Replies 304 Reputation

I recently posted in a thread on starbases that you may find useful.[link="https://forums.galciv2.com/311531"]Here.[/link] In addition to what those above me have said... The radius that appears when you click on a constructor or starbase is the area of effect. This applies from freighter bonuses to ship assist missiles (yes - they really do shoot that far) As far as I know planets will always provide faster repair than just sitting in space - there is not tech require

7 Replies 36,427 Views

Pay attention - this is how you gripe I'm absolutely estatic about the release of TA but I've still yet to purchase it. This is for several reasons, upcoming exams and the fact I can't just swing by my EB to buy it. Those reasons are pretty incidental. My biggest reason is i'm a bit shy about buying 'unfinished' games. When I say that I'm not levelling an accusation at Stardock - I simply recognise my tendency to become emotionally involved with too many

22 Replies 30,475 Views

Well maybe I can help you out in a rather roundabout way. Its not explicitly stated but the maximum sensor range on any given ship is 15 parsecs (please somebody correct me if im wrong - as far as i'm aware this is still correct) As such I build a non military specialist sensor/survey ship which job is rather similar to a modern AWACS or other dedicated radar craft. Its my eyes and ears and 15 parsecs [I]radius[/I] is quite large. [IMG]http://img363.imageshack.us/img36

11 Replies 17,138 Views

I would imagine the fog colour is fixed. I've never really had a problem with the colour as space games have been using that colour for fog of war for a while - earliest that springs to mind being Homeworld. Its was the same dusty tone then as it was with the astroids that were mined (there is also the same colour tone similarity in GalCiv2 as well) so it wasn't a great leap to see it as dust and debris. Though I can see an argument for using Nebula gas it doesnt really have th

11 Replies 17,138 Views

Thanks for reminding me about Mote. I read that years ago and remember being blown away - I want to read it again now :) Also, on the issue you brought up Captain Patch, I would not entirely discount education of the population and a responsible cultural development to work within the limits of a planets resources. Are we not in the grip of working through these issues as a species? No doubt it will take something like permanent damage to planet earth and billions of deaths, b

11 Replies 39,673 Views

I sometimes have a 3 farm planet or contemplate using the % food magigger. So some of them are not happy - how much is it really going to effect you? Having an odd 30 billion population planet in an empire of 400 billion or so is going to have very little effect on your overall approval if the rest of the planets are sitting on average 80-90% (for example) What you will want to avoid is the planet going into negative population growth because there isnt any room for anybody to

11 Replies 39,673 Views

Ship assist values stack. Starbase attack and defence values are not ship assist values - only modules that state ship assist will actually assist ships (and this is function only provided by military starbases) To illustrate my point since it seems people don't like the wall 'o' text ;) I'll use a composite screenshot as the evidence and provide the text as backup for those requiring an explanation of what the screenshot means. I used a screenshot from my current game and unfortunately

8 Replies 16,722 Views

[quote]Totally support most of the OP's comments. Upgrading a starbase should just be something you do with a planets military production, with a line of mini constructors like the mini freighters for trade (speed reduces with distance but increases with technology)[/quote] Thats exactly what the current implementation is except with the added features of customisation of the 'constructor' as well as the flexibility of any planet can provide the production. If you want automation just s

8 Replies 16,722 Views

I have not yet made the switch to TA but I do not imagine the starbase dynamics have changed too drastically from DA that my comments would be without some small merit. I make extensive use of all three types of starbase when playing and find that, used correctly, they are incredibly powerful. So I do not think the benefit is underrated. However I am not making a 'you're doing it wrong' statement. I bashed my head up against the wall of starbases for a long time before I starte

8 Replies 16,722 Views

What Nickziller said - population growth is made up of several factors, one of which is population immigrating to become citizens. Easy mistake to make since the most obvious way to increase population growth revolves around fertility. If you want to blur the term a little, planetary rebellion is a kind of wholesale immigration. Also I don't really want to turn the thread onto a different subject, but your list or examples is a little... revisionist and erroneous.

6 Replies 5,028 Views

Heh yeah that would be nice :) I run the game full widescreen 1680x1050 (my monitors native res) so its very stretchy and squished. I've kind of gotten used to widescreen support being lacking in anything but the very latest titles since I bought the monitor a year ago and to be honest unless it directly effects the gameplay its not that big a deal. I'd rather dev time went to gameplay etc, but it would be nice if the first capital ship launched by my empire wasn't the SS Spind

3 Replies 3,634 Views

I've transitioned to Painful from Tough to set the background of my AI experience. Generally speaking I find starting locations and available planets are the biggest factor in the success of an AI empire. Uranium outlined the Krynn, Thalans and Torians as being highly successful but I think that has more to do with the fact that these empires have a voracious appetite for expansion. All races are interested in expanding but I think these three are tweaked to expand harder than

21 Replies 11,326 Views

Thanks! :) I can just see them hovering above the planetary capital only to have the cargo bay doors open and 'Surprise!' boom out over the loudspeaker. Then theres just severed mechanical limbs clutching death rays dinting hover limos and smashing up shop fronts all over the CBD.

21 Replies 11,326 Views

Mollari! Yes same scene popped into my mind reading the above. Would be cool but I wonder how cool you'd think it was if the AI did it to you? Can't have it both ways :) The AI is even nice enough to use traditonal warfare all the time. However flip side - look at the sympathy the Narns got for the bombardment - maybe some sort of diplomatic bonus or aid could be rendered in an effort to rebuild. For instance the bombarded* planets production and maintainence costs are paid for

6 Replies 7,723 Views

Full disclaimer that I have not taken part in the TA beta, so I do not know if this is still the case. I rarely leave a ship in orbit around a planet. I much prefer to construct a military starbase around a group of planets and designate a squadron of fighters to defend this area of space. (Its a force multiplier and cheaper on upkeep costs) I mention this because I've noticed the Yor AI has a problem with how I play. Maybe its intentional that they don't care about their troop

21 Replies 11,326 Views

Been happening to me too. My BS 'no clue as to what is actually happening theory' is that there are some conflicts with using the same name as old deleted designs and the hide filter is painting the new designs with the same brush because they share the same unique identifier. I also turned 'save ship designs to hard drive' back on - and yes I do know how that works I've been playing for months with it turned off - on the off chance something buggy was happening with this fea

9 Replies 13,123 Views

Oh I don't have any trouble at all protecting my starbases when I have ships around. That was kind of my point - I didn't have anything to defend them with since I heavily invested in starbases before military buildup. (The idea was to benefit from the production/research over a longer period of time instead of 'wasting' it building a fleet in a time of peace that im just going to rebuild/upgrade later anyway - Pirates kinda taught me the error of my ways here - be prepared for blazing

11 Replies 10,360 Views

Some Mega Events are considerably underpowered and fail at the design intent (game destabalization - the Dread Lords event in particular is very very weak) I daresay you weathered the pirate event well as you had a tech lead and a healthy military. When you have neither of these two things the pirates can be incredibly difficult to deal with. I still wake up screaming from nightmares about the game when I heavily invested in starbases and as that infrastructure was completed an

11 Replies 10,360 Views

In addition to what has been said (I only saw it hinted at but I apologise if I missed its explicit statement) don't fall into the trap I did when I was learning the game and think that Counter Espionage Centres will retroactively clean up spies. My cunning plan fell apart when I threw all my spies into offensive roles and let enemy spies accumulate as I teched for CEC. Imagine my horror when I realised that existing spies are unaffected and since I had used my spies offensively it woul

11 Replies 10,360 Views

Interesting thanks for the info :) The 'mining station' comment in particular. Presumably you can turn a completely uninhabitable system into discout minerals. Fond memories of the Steller Converter flooding back...

18 Replies 14,370 Views

You know gifting any other race a terrorstar should have diplomatic consequences. Its bad enough you have constructed a machine which sole purpose is to wipe out star systems.... but making sure all your mates have one too? It kinda reminds me of the Cuban Missile Crisis. Maybe it does? Anyone whos played the Beta know?

18 Replies 14,370 Views

I dunno. My playstyle involves shielding the minor races and trading them tech for a steady stream of cash. This involves intervening whenever another race declares war on them and resolving the conflict, usually with cash, and then recovering my expense almost instantly with further tech trading. So its entirely feasible under that model to trade them all the required technology. I'd be interested to see what happens when... er I mean if *cough* I do that.

18 Replies 14,370 Views

I have no experience with the TA beta but I'd imagine not. If nothing else for the fact that when the enemy armada arrives to invade the Terrorstar broadcasts "Everybody back off or the juicy star system gets it" :P

18 Replies 14,370 Views

Well this is probably where my lack of experience with the game is most telling and the fact that most of what I've put forward is theory and only limited practice. Still it boggles my mind that with the evidence of the ethusiasm and dedication the development team has put into GC2 that there would be such a massive rift in balance on ethics after all this time. To the point where players frequently advise newcomers 'don't attempt to play anything but evil seriously' and that branching

26 Replies 29,811 Views