Defenses cost too much i've been playing devil's advocate to an extent. i don't think the problem is as severe as it might seem. however, in the past i've gone through GC2Types.xml and adjusted some of the stats. actually i found the most interesting thing to change was the size modifier. but i had also reduced the costs of the compo
dystopic
Defenses are a lot better if you've already got a huge advantage researching high-end defenses is much easier than researching high-end offenses.
The combat system that depends on a die roll means even a super defense ship might get hit often enough to die does it roll for the sum total or your defense, or for each module installed? if it rolled for each module (this could apply to weapons as well), you'd have a much more center-heavy curve for the spread of your rolls.
Put a military starbase and a picket near each one at the very least. They are that valuable! the only ones i don't guard like that are usually influence resources. the morale and economic boosts are equally important to your military power in terms of numbers you can support. and the use of the research resources is obvious as well. <br/
one bad roll means a ship dies indeed. HP bonuses are nice too. so are repair bonuses. maybe the game doesn't need to be revamped. maybe the combat simulator does, since "once bad roll" in a spread of "1 to 50" is happening 6-7 out of 8 times.
I prefer a varied fleet. in most games i standarize my martial ships' movement to two of the best engine i have available. my flagships tend towards heavy defense. my medium sized ships, toward balance, and my fighters toward offense/cost (i use neutrino bullets for my fighters even when i've researched the black hole gun). during peace times, i simply don't build fighters. here's my reasoning. during times of peace one should be planning for the long term. the real key to using them
not sure but i think it had to do with resetting your civ capital. you can move it to a planet from the details screen, but i think there was some kind of bug with it. might want to wait for an answer until there are actually people working at stardock, though.
it looks like there are 3 parts to the star art - the texture, the halo, and another PNG. looks like it might be a base palate or something?
and oh yeah, i like the purple stars. they look cool. i think they'd look much cooler if, instead of being purple at their darkest and up to white at their ligest in terms of the color scheme, they when from nearly black to bright purple or magenta. call it a 'dark star' or something. wish i still had photoshop or illustrator. btw, did anybody else remember GC1 well enough to remember if purple stars were visible on the mini map? i only ever played the demo (didn't find it until two w
smijames, i was answering about how they work in the game. and if you wanted to talk about habitability, i all ready analyzed likley habitablity based on how light affects plants. plants don't really like green light (why they reflect it). red light, being lower in energy, tends to cause plants to release a hormone that promotes growth of stalks, causing them to grow taller and reach more light. blue light, and presumably higher specta as well, promotes growth of
In sandbox games, purples stars have planets of quality 26+ in orbit. all other stars with habitable planets are yellow. in GalCiv1, purple stars typically had very precious planets as well, and they weren't visible on the minimap until you discovered them. the rest of the colors for stars in a sandbox game never have habitable planets in orbit. it seems like they have the programming set up to make star color more important, but it's just not a particular dimension they'v
i've noticed the issues with the blue/green icons, rally points, and constructors. i've been having them since the 1.1 betas. i agree that some of the things you've brought up would seriously improve the easy of play. Your big blue text always looks like you're shouting. Just easier to read on larger desktop settings it
yea, reset at the bottom of that window sets all to 0 and customization points to 10. hitting CLEAR resets them to their default. or maybe it's the other way around. either way, the button you need is at the way bottom of that screen.
Bingjack: I stopped playing GC2 a while back. Not because its bad...its a great game. But regardless of changes and improvements made, the vast majority of people can only play any single player game, even one with as much "replayability" as GC2, for so long before they move on to other games, and other things. Sorry rabid fanboys. <TABLE cellp
i knew i'd have a couple more things before i got backing into actually playing. tourism: i think it's really cool that tourism brings you income, and i totally like not having to micromanage it. i think you could enhance it as a dimension of gameplay. some of what i'm thinking of could also require changes to the way starports work, so i'll start there. starports are all ready obviously very useful, however i've noticed after many conquests i tend to use them less frequently than the
Expanded espionage is the main feature of the expansion pack which is also being worked on. Players will have agents (And counter agents) that they can assign to do bad things to opponents on different planets. SWEET definately along the
unless there's a need to take two steps back in beam weapon research to take the final step forward to the plasma canon i meant doom ray, though there's not much visual difference now is there? PS: fighters would be launched at the same time
WARNING: you opened pandora's box. you may just want to print this and set it aside. then again, maybe not. expanded espionage and united planet options! expanded espionage and united planet options! heh, but yeah, a galactic encylopedea would be nice. a word of caution though: i've seen you good folks get lightly flamed (seared) over the manual being out of date. if you put the effort into making a galacticopedea, i think it's going to be something you also need to keep up
...I'll wait until this test is a little more stable or a full-blown release. i'm only posting in response to this. Also, if you have very complex ship designs with a lot of jewelry, please zip up your ships folder and e-mail it to [email protected] so that I can use them in my testing. You know Cari, it's not that hard to throw
Oh, and I consider taking advantage of the AI by draining its money supply is the equivalent of an exploit. As a tactic, it's no different than slowly wearing down their military resources directly. I don't think of it as an exploit in that sense. However, this is a type of stategy SD might have not fully accounted for in their AI programming.
I've done that. You might also try: Building an influence base near a culturally weak planet, and selling back after it rebels each time; Pull 90% of the population off some weak planet in the middle of your empire, sell it off, and wait for it to revert to your control; Paying off a rival to make peace with the empire you're about to crush; Sell all your rivals fairly powerful ships with zero defenses against your primary weapon. Build a trade-only economic base o
Oh come on i think your just arguing for the sake of it. No I was undermining the foundation of your blanket statement (go ahead, I dare you to brag about how Brits spell that phrase). Besides, you're the one who used this forum dedicated to congradulating Cari to soapbox your philia for physicians in the first place. This ain't Trafalga
what was the population 100 turns ago? once i had a colony that, rather late in the game, only had like 2.5 billion, but then i realized i'd colonized it with a nearly empty colony ship as a matter of convenience and intended to send over more population latter, but forgotten. and, you know, this one time, at band camp....
I wish physicians got as much fan mail and appreciation about the job they do as game developers get, male, female or alien. Game developers seem to have aquired some sort of quasi-celebrity status in the eyes of adoring fans because they provided a product that keeps them entertained for long periods of time, not becasue they make a significant difference to society.
i agree tech victory is a little easy. i usually play with it disabled. half the time, i also disable influence victory. the AI usually doesn't pursue it unless they have a real clear advantage (played one game where the torians managed to grab 3 or 4 influence resources all clustered together... i was playing the Yor, and my colonies were rebelling. well, i had to take matters into my own hands at the sa