Martin the Dane

Martin the Dane

Joined Member # 1100643
1 Posts 0 Replies 7,930 Reputation

Ok I'll reprase, if the cost of researching a tech is fixed, it's not logical to waste the excess RP. But I must agree that if it is realism, the moo2 model was more realistic, especially if you didn't select the creative racial trait.

25 Replies 18,168 Views

I just now remembered the way SEIII handled excess research, they were applied to the next level of the same tech, in GC terms this could be to the next tech on the same branch of the tech tree. If the current model in the beta survives there are many levels to each tech, so dumping excess points into the next level would seem logical to me. If I can't be allowed to use it on the next project in my queue.

25 Replies 18,168 Views

Even though I enjoyed the different racial preferences in MoO3 it prefer a simple system where all races uses the same environment, keeping track of the different races in my empire was not something I enjoyed. To me it was a case of realism killing the fun factor, but admitted I never completed a game in MoO3 mainly due to lack of player control and the worst UI I have yet seen. As for the multiple research projects, I am for it. In GC1 I used a lot of time

25 Replies 18,168 Views

Hmm. In GC1 they talked about defensive armament, so the defense number was some sort of weapons, now it's armor, pd and shields, non of which can do much damage, so I guess Klorep’s right it is/should be risk free to attack unarmed ships, no matter how high their defenses. Well in that case I would prefer the GC1 system of defenses doing some damage. Well pd can do some damage, but not much, good pd should be able to kill a fighter but not a proper warship, and

20 Replies 34,231 Views

I am not in favor on limiting the number of ships, but the maintanance cost should be relative to some factor, logistics, number of planets, galaxy size etc. and yes add a maintaniance sost level option to the game-setup this will allow for different playing styles. Personally I dont like loosing ships, but I don't have or want anny attachment to individual ships, why be attached to a ship crewed by a few hundred or at the most some thousand people, when my

62 Replies 41,638 Views

Well, the current beta is supposed to here to detect what causes crashes I know, and there are still some of those that needs to be weeded out, but this is in the ideas section of the forum...

16 Replies 12,482 Views

I'd like to se Starship production separated from planetary production. I think it was in a StarWars game I played eons ago, planets could only produce small space crafts, like sensor drones, star fighters etc. (in that game it was X-Wings, Y-Wings, Tie-Fighters etc.) Each planet should be able to have a number of orbital ship-building facilities for building larger ships; these could either be shipped in or built on planet. Furthermore SBs should also be ab

10 Replies 9,864 Views

If I remember correctly PQ1-3 planets in GC1 are gas giants. I wouldn't want to live on one of those. What I would like to se in GC2 is real gas giants that can be mined for usefull gasses, ateroid fields that can be mined for rare metals, etc. As for micromanagement, the current system in the beta is worse than GC1, IMO. Having said that I like the idea of using rocky 1-6 planets for special purpouse research, military, confinement etc.

16 Replies 12,482 Views

As long as we don't get a lot of extra micro-management I'd love to se some use for those unusable tiles. I have an idea that might limit the micro-management of planets: Give tile bonus to the tirst TI of the apropriate kind. An example: If a planet has say two tiles with farming bonus, one with manufacturing, and one with research (realistic in the current beta) then the first farming TI gets the best farming-bonus the second gets the next bonus, any other

10 Replies 15,105 Views

I have just installed and tried GC2 on my laptop, with CTD as a result. My laptop is an Acer Travelmate 220, with shared memory, as far as I can determin my videocard has access to the whole of RAM, witch I don't believe (sounds to strange), so I can't say how much video ram it has. I have mailed the .cra and .err files to scott_at_stardock.com

5 Replies 5,620 Views

I am playing 0.12[b].002, in the earlier versions I never buit starports as I could allways build ships by accessing the starport from the map. Now the error seems random, it most likely is not, but I have not been able to determin the conditions under witch the starport-button is available.

3 Replies 4,885 Views

I have noticed that it is not wether or not the planet has a starport that determins wether or not it can build spaceships. When selecting a planet from the starmap, the starport-button is either available for all planets that turn, or unavailable for all planets that turn. I have tried to find out under what conditions the button is available/unavailable, but have been unable to do so. The starport details button on the planet screen works fine though.

3 Replies 4,885 Views

Hmm. Good idea, I se one problem though. if only survey ships can enter, you can create a debris wall around your space, by intent or accident. To solve this I would reccomend that any ship can move through debris fields, but unshileded ships risk damage, and only survey ships can explore/search them.

12 Replies 8,529 Views

What is the party number? I think GalCiv Writer uses #20 or so, this is far to high, to be on the safe side. What you have to do is change the number to the next available. If you have no other mod parties it is #8. And there is a scrollbar that lest you se your votes (at least if you have the latest version of the game) but #20 is quite far down the list. [Message Edited]

2 Replies 3,553 Views

If you want realism go play Outpost, there they tried to make everything scientifically possible, this was done to an extent that playing the game became tiresome and making it fun for about 10 minutes. So let's not get hampered by reality here. When ships travel in GC they do so at FTL also known as warp-speed, what happens to space when you go beyond the speed of light we do not know, One thing that might conceivably happen is that distances would shrink d

26 Replies 23,849 Views

Reading through this thread, I came to think of David Weber's Honor Harrington universe, there wormholes are naturally occurring all over the universe. Though they are not particularly common, some of them occur in groups, creating wormhole nexuses. Such nexuses are of immense strategic and economic value to whoever controls them. Discovering these wormholes and where they lead is a major scientific undertaking as they tend to destroy ships that blunder into them unp

34 Replies 19,781 Views

Bang, your dead, I sugested it in some thread about the designscreen, but I cant seem to find it right now. So it's good to se a thread sugesting this. What I would like is to have the ability to load any ship that have been saved in another game, but not being able to build the ones that require techs that have not been discovered yet. The non-buildable ships wo

4 Replies 4,913 Views

Still some sort of planet list with sort and filter options would be a greate plus. This and a colony managing list will be the two first on my mod-to-do list if not included in the game. Provided we will be able to make that kind of mods, that is.

15 Replies 12,898 Views