(for those who wonder, I am the Yor!)
Cikomyr
Netro Mancer opens his eyes... head hurt so much. It always had, in the recent weeks. The Galaxy was a rough place to be, and his task as leader of the Altarian Republic would be even harder in the futur years... At first, it has been the Drengin/Torian wars, right on our doorstep. Luckily for Netro, this war didn'T got out of proportion, and it reached a stalemate. Until the Altarian missionaries managed to make the impossible: they converted the wreched Drengin to the cause of Good.<b
Well, I would like it if sometimes, a drealord ship spawns somewhere.. With a distinct mission (destroy Starbase X, etc..) then get out. You have the decision to make: either let him do his thing, and hope he will stop there, or try to stop it... (much like the Borg in Star Trek. They are just super-players that spawns and don'T really care for you, "lesser races".) After some time, however, they could decide you are "fit" for invasion. and at years XXXX 10 Dread transports spa
false. Advanced give you info on specified ships and planets, no their position and localisation!
They don't know what end is the rear!
Neither did I. I really crave the idea to wipe the remains of the Iconians (such good world put to waste...) in 1 turn. If my transports can move 50 parsec/week, I can cross their whole empire within 1 week. And I would send my "rank-and-file" battle ships to do the job, lol. No heavy weaponry... But do I give them at least 1 week to surrender? Or for the remaining civs (who are all Good or Neutral) to declare war on me, Powerhouse #3, but the sole evil player of the galaxy?
but starbases aren'T built like ships. You have to bring in constructors, and there isn't a good translation between the value of a constructor in "Military Build Point". I mean, what will happen if you carry in only half the required constructor for the only strabase you designed? is the Starbase at 50% power?
I have never, ever seen a SINGLE pirate in all my games.. you lucky devil..
Don't those two kind of contradict each other? I don't really like the whole flying constructors out to starbases thing to begin with, but honestly I can't think of a better way of doing it (just paying money for upgrades would be way too easy later on in the game, etc). No contradiciton. I just would like to see that end-line starbase modules t
Play a lot more games, try to survive longer each one. Eventually, you'll find out intelligence hole in the AI, and exploit them. Don't forget, they're just computer. They can micro-manage very well, they can run things at peak efficiency, but they aren't intelligent. If you do something that isn't included in the original programming, you'll zap them in no time. Off course, the then-cha
HEY! (You see a lightbulb flashing over Cikomyr's head) Overseers military starbases would be a great way to impliment OCCUPATION of worlds, rather than a pure genocidal wipe-out. You build military starbase adjecent to the target world, add the "Garrison" module, and then send-in transports. And the simple way to "free" worlds would be to take-out the military starbases.. if such starbases were more powerful than the actual ones, we would have a nice game engine...
- I play the game in english because the english version was the first coming out. I talk relatively well this language, so I have no problem playing this game. - Not all the world speak english. And even if english is the business-language, let me tell you, sir, that the rest of the world is not going to let itself by conquered culturally by the anglo-saxon without doing anything to defend our distinct way of being. Just because a game is developped in english doesn't mean it's no wort
I wondered if it would be possible to.. well, to improve the game into making Starbases: - Structures incridebly expensive to build to the last tech (I mean, come on. 6 constructors for the best mining bonuses? It should be 60!) - Multi-constructor module on a single cargo ship. That way, it would be a lot quicker to build HEAVY starbases - Starbases should be capturable. You should be able to transport garnisons on them, and they would have a huge advantage of defense, but it w
I was actually hoping that we will try to build caves in the moon using thermonuclear engines, but break it and make it fall on our head. We will have to take shelter in the underdark.. ehh, I mean, underground. Then, our society will develop by cast. Some will be the arms, other will be the eyes. Other the brains, and other, the food. (Strangely, the food-kind will be exactly like our actual specie, and they will have plenty of food to eat themselves)
At least it's nice to have something to look forward too...
I just saw www.jeuxvideo.com 's critic of GalCiv 2 (they finally done it), and it lossed a lot based on the plainly BAD traduction in french. QUOTE: Nettement plus gênant en revanche, l'état de la traduction de Galactic Civilizations 2 dans notre belle langue qui a visiblement été faite à la va vite puisqu'on remarque que des morceaux de textes sont restés en anglais et que quelques erreurs se sont glissées ici et là. Encore pire, certains textes débordent des fenêtres et d'autres s
Well, flagships could grant bonus XP/kill to all ships in the fleet. Or grant bonus attacks, or whatever, as long as it's limited to a few/empires.
Don't guard your planets with ships in orbit. Its a waste of good ships. If the AI declares war, and you have a standing military that's equal to it, INVADE! Turn all research to weapons and seize the intiative. When the AI declares war, it doesn't attack immediately, and has its ships unstrategically positioned through its empire. Which is why
I find it odd that there were non-taxpayers on the colonies. If I bring 1B taxpayers on a colony ship, do 10B non-taxpayers smuggle aboard? I like the idea of "more people rich = more people", but if there is more rich people on my planet, why are they less happy? I mean, the moral of the planet would have to be based on the whole population, not on how many taxpayers I have. Why not draft the poors into the Invasion ships? I mean, poor people go in the military, that's why the
If so, then you may find military starbases have also been nerfed. The attack assist modules now cost much more, to the point where they're no longer all that worthwhile (might just as well build extra ships) Well, I play evil civ in my game, and even with FREE improvement, I still think twice before over-using military starbases. Much easier to
But is StarDock studying ways to impliment Flagships into fleets?
"didn't noticed the SB"? now, that's a funny thing to say
Or military Starbases could assist during invasions?
At beggining of the game, Military Starbases are a big + to your military, if you build them properly and at the right place. And with ennough fortification, they can beat many opponents easily... at beggining.. but when ships enter the area of phasors, photon torpedoes and such, a mere "+2 to missile attack" is kinda.. ehhh.. how to put it? Pointless. No to forget very weak (they have 20 attack, 20 defences) compared to my actual regular battle-frigate (35 attack 25 defences)<
Space monsters should have the same role that Alpha Centauri's worms. Dangerous aliens scrounging along the map, you can capture some, you destroy the others. The more technology and population increase in the galaxy, the more they are powerful. Because... it's all linked... Because [put storyline element here related to space monster].