This kind of thing would only be worthwhile if you could change things on the fly and make it more like a RTS while in combat. A feature for GC3 for sure. No, the ships can't change orders once the battle starts. The only thing they ever do to break from their tactics, is run away from the battle once their courage gets too. I am not
Cliffracer Slayer
Or you simply build on the moons.
Maybe they all are evil, and so the elect the most evil of them to be thier leader. Remember, even pirates (for the most part) operated under charters taht allowed some measure of self governce, some even electing their captain. Never the less, an interesting idea. Exactly, an evil democracy simply requires that the majority of the
It hardely counts as tactical combat. You just select a vague battle strategy for your fleets and that's it. You don't have any control of how they implement it.
My game keeps crashing. But then it's probably my computer bieng pants.
Basically, it isn't worth it. The defenders can shoot back and we are talking a whole world of them and to deploy anything but a huge transport to attack a world is suicidal. Transports use the kind of stuff you are talking about while attacking, that's why the attackers get an advantage.
I kind of support carriers. However I don't think they should be used in battle. Since we are talking about ships capable of moving for a big distance under their own power, likely carriers should be put in the game, to add extra speed and range to fighters, then unloaded and the total range of the fighters if above their normal range, would be within the area of the carriers.
Damaging and destroying modules One of things that I feel would be a positive addition to the game would be a system where the hitpoints of a ship, are divided between hull points and the various modules that the ship has. For instance a ship has 10 basic hull points. The hit points of all it's modules are added onto the ship total hitpoints. Every time a ship takes damage, the damage is randomised between the hull and the modules, depending on the total amount of space tak
I think the reason that fleets are so small, is the difficulty of manuevering multiple ships through bent space within close distance of eachother, without their bending interfering with eachother and most likely ripping eachother the shreds.
Er...I don't get what you mean. Are you saying that the beam would be going faster than light? That the fighters would be going too fast to be safely maneuvered away from an incoming beam? Hyperdrive and stargates work to my understanding by changing the amount of distance between two points, not by going faster than light. S
Regarding the original topic, I haven't lost a vote yet. Haven't experienced any aspect of this. I don't have a problem with the government types. They don't seem to do anything but award overall bonuses and introduce the party vote. Not a big deal. Hence why I suggested that parties have a greater effect on what you can/cannot do.
Religion is linked to culture and ethics in the game. One can assume that religion pays a big role in cultural conversion of civilizations and in the civilizations ethical code. Developing the seperate distinct nature of your civilizations dominant religions would be part of the culture tech, while developing the core principles of your dominant religions would be part of the ethical techs. Adding religion as a seperate aspect of the game, is well an interesting idea, as
This is only their home system, I am not suggesting they colonise any other system. The major races can colonise other systems, the minors can't. They do however colonise there own system. The minor civs should go through the following stages 1. Coloninise home system 2. Once home system colonised, focus on research and social and militery ships. 3. After a certain point, begin to colonise again, any system can be colonised. 4. Once the minor has no systems
Minor civilizations should be allowed to colonise their home system fully and should do so at the same speed as the other civs do the entire galaxy.
I had a diplomatic bug, involving the Thalan. I was trading with them and it was the time of the game when everyone is skint and is short of money and my civilization relies on tech selling to crawl through until high a high population and economic capital and so on are established. The Thalan had some vast stockpile of money, I made a tech deal with them for a great amount of that money. It turns out the money was the result of a bug, they got the techs and I got nothing.
In crazy countries like America, perhaps. In the UK, when a new party gets voted into power they get into power. I've never understood the reasoning behind having somebody in charge who lost the most recent election. The reasoning has to do with the 18th century liberal thinking, which the establishers of America
Here's the log for my game, just crashing. Debug Message: Version v1.3 beta 3X last updated on: Wed Aug 30 19:23:43 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/4/2006, 17:15:59 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: SPONGEBOB Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.05030
Debug Message: Version v1.3 beta 3X last updated on: Wed Aug 30 19:23:43 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 9/4/2006, 17:15:59 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: SPONGEBOB Operating System: Windows XP Home Edition (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (Regional Setting: En
But only for you, the aliens continue under another leader.
I've got it, now what? I send the mail info to stardock.
Colony ships and transports When you load up a transport or colony ship. Instead of removing the population of the planet, it leaves them in place but do not pay taxes or anything like that but do eat food. As soon a new planet is colonised, all the citizens are removed and added to the new planet. Transports would have to be sent home with the soldiers on board after an invasion to get the people back. This way you would not be able to continually load more people onto transports
This is fairly similar to one of my proposals.
Where do I find these reports.
My game just keeps crashing.
What version are you running? v1.2 allowed the AI to get tech victories. Okay, everythings fine. Delete this thread.