There will be plenty of screenshots after E3. We will just have to wait.
Lord_StarPilot
So the Yor didn't rebel. They just got left behind and evolved on their own? Cool!
But the fightercraft is still smaller than the scout craft. Lighter, weaker weapons? Yes. But it can still dodge weapons fire far more easily than a scout craft, due to the combination of its small size and fast speed. I factor that into it, in part. A fighter might not be able to take a hit, but it doesn't need to -- it's small and manueverable enough to dodge most fire f
Lucky Jack... Let's consider: 1) Humans came up with a *breakthrough*. Note that. What is that breaktrhough? Probably how to put the hyperfold generator inside it's own folded space *safely*. This is just a guess of mine, but it seems to be what the other races hadn't been able to do, or were not crazy enough to try because it was so dangerous. Being able to put the projector inside the ship would allow: * reduction of power to create the hyperfold. * allows for a m
Lucian Gyiira, I have one question for you. How do you figure a scout craft wouldn't be as manueverable in space as a 1 seater fighter craft? Remember, manueverability in space is a function of engine ratio (amount of thrust produced versus total mass). RL fighters gain maneuverability primarily through aero package. You can design a really fast air craft, but that doesn't yield a craft that can turn a tighter circle then its opponents. Indeed, the faster you go in the air, the harder it is to t
Future techs will make upgrades available. In the current Beta 1 build, only star ports are upgradable. Star Port to Enhanced Star Port. The Enhanced Star Port replaces the normal Star Port in your build queue once you have it, and you can select your already built Star Ports and "Upgrade" them, once you have Enhanced Star Port. Star Dock has told us that in a future version of the beta GC2, we will be able to have the AI (our Governors) auto-upgrade our exi
Lucian... Why can't I mount these anti-ship bombs on a tiny hull FLT ship, like a scout ship? Surely that ship can carry more of the same weaponry as a bomber. And, it has room left over to mount the interceptors anti-fighter tech, to keep away pesky smaller fighters and interceptors. If we toss off the long term infrastruture of the scout ship, and go with just a basic FTL and Life Protection (like you'd have in your bombers), then it turns into a mega-bomber. Very good at ship killing
GalCiv2 is currently going with explicit weapon upgrades. In MoO2, you got "auto-firing" and "continous" as you advanced that basic tech. In GC2, you'll research "Mini-balls 2", then "Mini-balls 3" explicitly. As things currently stand, anyways. Either way seems to works. In MoO2, you got a weapon advancement as a bonus for advancing in that particular branch of research. But you didn't get any advances unless you researched a tech. 6 of one, half-dozen of another. <img src="http://imag
Ranged weaponry has been mentioned as a "like to add" feature by Star Dock in the past. Having the weaponry mounted in smaller FTL ships that depend on a mother ship for their long term needs and maintenence would certainly fit the carrier concept.
Missiles advantage over a fighter is: No organics. This means that it can pull 60G thrusting or manevuers, while a fighter is limited to 8G and under. Are your fighters direct controlled (organic in the cockpit) or remote controlled? At remote controlled, they gain the advantage of having an organic computer (the brain!) in control of a fighting system not limited by organics (missile). After all, you can have a computer to auto-respond on developments that happen too fast for an organic, but th
The bug bear is people saying "STAR GATE". We have that term established as the super slow thing in GC that gets replaced. That term seems to get people aggravated, because they start with Star Gates tech. GC Star Gates are not instant teleporters, and that invariable gets the conversation sidetracked because people think it should (it is in the movies and TV, after all). It's not a matter of back story to me, it's a matter of keeping the convo focused on gaining instant travel technology at som
Travel with hyperdrive is not as instantanious as star gates, but much more of the galaxy is available for exploitation Brad has stated, repeatily, time and time again, that hyperdrive is TEN TIMES FASTER then star gate travel. Clue in for instant teleporter fans: the original star gates are much, much slower then a ship traveling with
Sorry. Double post.
It should. We've been told it's on the list of future enhancements.
VagabondNomad... so, according to you, fighters are actually missiles, and interceptors are actually point defense. And it's only a matter of labels and attack graphics. Then there isn't a reason to be designing "attack fighters" and "interceptors". No need for torpedoes or bombs (effectively missiles), and fighter beam and fighter mass drivers --- which is point defense, according to you, because they are only effective for shooting down other fighters. The real point to fight
Star Bases went through several tweaks in GC1. Originally, they didn't cost you anything to build nor to maintain. Since all star base benefits stacked, this meant that the most efficent strategy was to cram ever square of your core world sectors with production enhancing starbases, so you could build the big ships faster... and your smaller worlds could build the constructors faster, which let you futher enhance your position faster. And once you've got constructors popping off every few turns
Wow. Look at all the chatter, just for me pulling CariElf's leg. I've said, that if they are a sleeper ship, or a moneyless society, there'd be nothing to tax. You cannot tax cargo while it is in transit, and you cannot tax what people do not have. There are indeed incidents where new colonies were revenue/tax sources shortly after being founded. Those were very resource focused colonies, bu
Lucky Jack, as I said, the maintenance cost isn't activated in the game. But in the ship design screen, it does show you the cost of maintaining just one ship. Troop pods and colony pods do have a basic cost to them. Everything but jewelry has a basic cost. I've built medium sized combat ships that had a listed cost of over 200 BC per turn, and armed freighters that had a listed maintenence cost of 300 BC per turn, AIR. Next time you are in the ship design screen, keep an eye on how that number
I think they should be treated the same, to increase our fun and strategy, while reducing our MM. However, I do not think, I am not saying, nor am I evangalizing that Star Bases should be Mercury sized creations. They should not. I can see that Star Bases may grow to be the size of England or Germany, with sufficent time and technology and resources, but not something as big as, say, Mars or even the tiniest of our "worlds", Pluto. In my mind, structures that big would have a much different set
the idea of taxing colonists before they have establish a colony sounds like it would (in real terms) discourage people from being colonists. It adds such a touch of unreallity that I think I would have difficulty making myself believing in the concept within the game. How is that unreal? That would be called, INCOME
Jack, how long did it take you? I've noticed that the AI in Beta 1 doesn't start building any "combat ships" until I have comlpeted a few of my own. If I use purely armed freighters, they still won't build any combat ships. I am guessing the freighter is not setting off a "compete on military graph" decision. Also, right now, ship maintenence cost isn't actually implemented. However, a maxed out freighter would have a significant maintainence cost. Did you c
I have destroyed and rebuilt starports without trouble, many times. Sounds like you found a bug.
The problem with maxxing out a hull is the cost to make that ship. You can go into a starting game of GC2, in beta 1, and using the freighter hull, design a seriously deadly battleship. But you won't be able to build it. It would take too long to build. You need the industry base to build costly ships. And to get that industry base, you have to first build up your worlds.
The "already designed" ships do break the rules for what you can fit into a ship. However, I'm sure that in the future, that will be addressed. And you can design a cheaper colony ship that can go further then the template colony ship. Use the freighter hull, give it the range you want, and make it as fast as you want. It should still end up being cheaper then the template colonizer. And better suited for your particular game. <img src="http://images.stardoc