CariElf

CariElf

Joined Last seen Member # 43920
146 Posts 1,795 Replies 2,542 Reputation

We will probably have modules that add the abilities that the Paladin, Sovereign, Wraith and Vampire ships had. Where they will fall in the tech tree, I don't know.

6 Replies 11,825 Views

I start getting an uneasy feeling every time that someone asks for a way to automate something. Zoning + queues are reasonable for the planet management screen. Queues on starbases combined with rallypoints are reasonable. Maybe a research queue. But I keep seeing new suggestions for things that people want to be automated, like what fleets should attack. And at some point, you're just going to be sitting there hitting the turn button. Is that fun? Sh

24 Replies 28,808 Views

The sectors are going to be bigger than they were in Gal Civ 1. We're going to play with the size of the sector, the number of possible stars, and the number of possible planets in it to get the best look/functionality out of it.

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atever zoom you are comfortable working with. I made all my screenshots with tactical mode because the difference in viewable area is most noticeable.

4 Replies 17,324 Views

Well there is already the Paladin ship from AP that heals other ships. Also, you will be able to use constructors to repair starbases.

6 Replies 11,825 Views

me way, except that they'll have a range as opposed to being limited to a sector with artificial lines. We will probably add some kind of queue/optional auto upgrade system, but we haven't discussed how it will work yet.

22 Replies 33,772 Views

Each civilization will have preset abilities, unless you choose the custom race and make your own. The custom race is the only one where you will get to pick your racial abilities.

7 Replies 16,448 Views

to the starbase itself. So a military starbase will only be able to have military modules (no culture or trade modules). So each starbase will have its own appearance based on what kind of starbase it is.

22 Replies 33,772 Views