This chart shows the total research points invested to get to the technology required for each damage level of weapon. Ignoring the weapon size differences for a moment, there are a some oddities to notice. The research cost for guns is extrordinarily high; to purchase a Damage-4 Spike driver costs 33,575 RP; that is twice the research cost of a Damage-4 Phaser-IV (16,725 RP). By the time I research Guns-5 (Spike Drive
AngleWyrm
...An then the Drengin up and decided to declare war on me. That ape face musta woke up on the wrong side of the bed that mornin', cause I had an answer ready...
CustomPlanets.xml only works for starting homeworlds. Stars.txt only names the stars, and all planets end up being numerical. At present, I don't think that it's possible to mod solar systems other than the homeworlds.
Aren't they the ones responsible for auto-upgrading your structures? I liked the governers in GalCiv-1 a lot better. I also like the waypoint and shipyard controls in GalCiv-2; excellent invention! Is it possible to have both?
Hey thanks for the link! Off to find the Snathi homeworld, now that we have the coordinates Moo2 had tak combat - gc2 does not. there was definitely more variety with weapons and planetary defences with moo2 And if i was coldly cynical and really nasty most of the b
In case anyone else didn't: TargetValue = Attack / (HitPoints + Defense) Attack:1 / (hitpoints:6 + defense:0) = 1/(6+0) = 1/6 = 0.1667
I was hoping for some culinary poetry.
Long before Homeworld, in the dinosaur days of DOS, there was a fun little space game that had a mothership. You'de go around building up your ship, and you could land on various planets to collect ten different kinds of resources. And the planets had little critters running around, and lightning storms, and volcanic activity... What was that game!?
That is essentially correct, but the AI also weighs the enemy's hit points and defenses against it's attack. A tiny hull fighter has 6 hp, so a 1-beam attack with no defenses scores 1/(6+0)=0.1667 for targetting. A small hull (10hp) stinger scores 2/(10+0)=0.200. The largest number gets targetted, which is why they attack your heavy stinger fighters before your light beam fighters. You can use this to your advantage, if you have developed a good defensive system. Instead of spending all
If the game is too easy, then just turn up the difficulty setting until you try everything you can do and still lose. Try maximum difficulty. Then back it down until you can win a game.
For instance, escourting a couple medium Attack-4 frigates with a large Attack-9/Defense-5 destroyer. And it's a less expensive alternative to upgrading older model ships.
AI picks it's target as the highest Target = Attack / (Defense+HitPoints), so I tried a new design scenario: Build a Wild Weasel to protect a fleet of fighters. If we have a tiny with 1 attack, that's 1/(6+0) = 1/6 = 0.1667. In order to protect a wing of these babies, I'll need to present a more appealing--but heavily protected--target. For instance, a medium with attack-4 can have up to defense-7 and still come in as a better target. 4/(16+7) = 4/23 = 0.1739. And sure enough, during combat
Just ran into it again; saving, exiting the game, and then reloading makes it go away.
Look in TechTypes.xml; each technology that is alignment-specific has the tag Evil (or good or neutral) Anything in GC2Types.xml that requires one of those technologies will be alignment specific.
Or should I create a new identíty and post only 5 games each 100 000 point and vola I'm 3th again. Most of my games have been in the 10,000 ~ 30,000 range. How do you score 100,000 points in a game?
A new ship class, the Planetary Assault Ship. Towards the end of the game, both the Drengin and the Terrans were building tough defenders. Missile attacks around 21-25 each. So to take em down, I invested heavily in anti-missile tech, and eventually had this beauty: The BB Invincible (Missile-40, Anti-Missile-40, Speed-25). Add some small-hull Advanced Troop Transports, and roast until golden brown. <img src="http://home.comcas
I like the idea of carriers, but as its said before, at the moment there is no point in introducing them, simply because the way that the combatsystem work. The way things are currently, tiny hull ships are too slow to keep up with larger vessels. By the end of most of my games, my fleet speed is typically two or three engines per ship.
Some links to threads in this forum: Carriers - I know the debate has raged before Carrier ships and auto-ship naming for next v1.3 Idea for carriers Carriers And those are just the ones in the last month or so.
I had this some time back, and it was because I had a planet sending ships to a waypoint. When I started building ships at that planet that were faster, but with less range, then the message started popping up every turn. It would be useful if that window stated exactly which ship the message came from.
Railgun Mk V and Railgun Mk VI both have the same tech requirement, and are identical in cost, damage and sizemod.
You could set your research spending to zero. Or go through your planets and demolish all research buildings. Or upgrade them to something more useful.
There's been a lot of study in Game Theory on two-player games. What this looks like is how comparatively little is known about three-player (and above) games. For three players, all I know is: The enemy of my enemy is my friend. The friend of my friend is my friend. The friend of my enemy is my enemy. And competition for a friendship becomes part of the game. Is there more to it, when a fourth player is added? Teams vs teams and perhaps specialization?
And for the bump, I want to line up a series of player-owned planets on one side of the map, and then have trade partner planets at various distances and sizes across from each.