Entropy Avatar

Entropy Avatar

Joined Member # 2383374
0 Posts 4 Replies 8,660 Reputation

So far I have already seen colonies rebel and join the cause of the greater culture and the same has happened for miningstations on astreoids also. Is that so, however, that starbases never flip ownership due to influence? Starbases don't flip ownership, no. Maybe see if you can buy that starbase off of the AI? It would help you achieve a culture victory.

35 Replies 13,931 Views

Also the AI doesnt seem to understand that you have Galactic Privateer, it still keeps chasing around your freighters and just tag along indefinetely. Ive had empires that I was at war with who had a large percentage of his fleet chasing around my freighters instead of attacking/defending. That may be a good tactic if I didnt have Galactic Privateer but if I have then it's just plain dumb. Just quoting again

32 Replies 18,256 Views

Since CIV and SMAC aren't 4X games, their relevance to this discussion is questionable. Civilization is probably the quintessential 4X game. Alpha Centauri is also very much an iconic 4X game. I think you are thinking of the narrower 'space 4X' genre with Reach for the Stars and Master of Orion. I definitely consider the 'Civ-like' 4x's relevant to a discussion of GC2. From the wikipedia entry on 4X games:<b

160 Replies 70,552 Views

I'd rather have the option of "removing functional components" on-the-fly in the ship builder than have to set it as a game option. Yes! This would be a time-saver. One button is all I ask.

9 Replies 6,203 Views

Many people on the boards are passing along the conventional wisdom that if two fleets annihilate each other, the attacker wins and survives with one hitpoint. However, as far as I can tell, this isn't the case. If I attack a ship with very high attack value with weaker ship (but still sufficient to kill it in one round), the ship with the highest rating survives. So which is it? A: attacker survives with 1 hitpoint B: 'strongest' side survives with 1 hitpoint

2 Replies 3,736 Views

The 'core' ships your are waiting for are simply a trap for the unwary. It's a way of making the game harder and more frustrating for newcomers to the game. My advice is to forget that core ships even exist. When you need a ship, build one. Your 2 speed, 9-attack ship is better than anything you will get for a *long* time from the core ships. As to how to build a frigate, that's just what the AI names it's medium ship designs. Since you also have the medium build tech, you too

4 Replies 3,642 Views

I'm sure you've already thought of that, but you have military and social spending set to reasonable values, and your capacity utilization is set to 100%? Also check that you don't have a huge debt. That can shut down production until you get in the green again. If you have the appropriate planetary techs, have the right spending, have decent infrastructure, with no spies and aren't in debt then I guess it's a bug. Or some special event.

20 Replies 12,986 Views

I don't think it's a level up. First, are ships automatically healed on level-up? I seem to recall they get their bonus points, but aren't healed up to full. Besides, when I encountered this behaviour myself, it didn't change max hitpoints. Plus it only happens when a ship is at 1 hitpoint but survives the battle (and not always then). I've reported the bug under 'AI Ships Healed by Damage' and sent in a save game where it can be reproduced. Hopefully it will be fixed in the next patch.

3 Replies 2,230 Views

Maybe make hull sizes only mount weapons and defenses in an equivalent "tier" - tinies mount only the basic beams, smalls can mount up to lasers, etc (same for other weapons and defenses). This probably would need the techtree to be slightly restructured though. I don't know if "slightly" is the word your are looking for...

69 Replies 32,355 Views

So why does the PQ-based cap not scale up as workable tiles increase? (Side question would be why doesn't the PQ rating reflect number of workable tiles - it does reflect this initially, but after terraforming it doesn't). Terraforming is supposed to increase planet quality, so planet quality matches the number of tiles. The fact that it isn't do this in some cases is a bug.

7 Replies 6,448 Views

I'm ok with the corvettes being mostly cannon-fodder, but there's a point where you are just giving your opponent free experience. More importantly, the AI has no idea what to do with them and it can be seriously unfun for the player to encounter such astronomical numbers of them.

26 Replies 19,271 Views

In my most recent game, the Drengin were one of the last races I conquered. On entering their territory, I noticed a stack of about a dozen fleets of 9 super-dominator corvettes each. One of my huge ships chewed through them in about a week and a half, and it was good. Then, near the Drengin homeworld, I noticed 3 *more* stacks of SD corvettes, each with about a dozen fleets of 9 corvettes each. "Oh, what a PITA" I thought. These ships are totally irrelevent, but at least it won't take

26 Replies 19,271 Views

Well, I just played a game as the Kryn and did very well with defensively-oriented ships. Of course, I also started with an innate 80% defence bonus... I'm not convinced that defences don't have a role to play on ships below huge. If the big ships aren't in play yet, it's probably also true that the big *fleets* aren't in play. So even if you are using small ships, the fraction of your fleet that is hit but gets to recharge defence can be significant (due to fleet size limits and low-te

69 Replies 32,355 Views

Why is that? i forget about the old series but in the new series you only get tiny tiny flashes of combat inbetween charracter shots. I think there were a few times in the first season of the new series where they showed extended shots of Galactica firing 'forward and up' at a Base Star. Both ships are exchanging this huge, steady torrent of firepower and the Viper pilots are advised to 'stay clear of Galactica's firing so

69 Replies 32,355 Views

You know, I think the suggestions someone else wrote about increasing hitpoints would be another factor that would help defences. I wouldn't want battles to take *too* long, but we could probably safely double ship hitpoints. I like the look of prolonged fleet battles, especially when you have two huge ships hammering at each other. One of those fights reminded me of Galactica facing off against a base star. Oh, and please increase the flight speed of some of those weapons. The ratio o

69 Replies 32,355 Views

Alternatively, it's also possible to code other changes to the game. For example, you could modify the game such that military ships can only penetrate so far into enemy influenced-space. Limiting the range of military strikes makes battlefronts more influential and makes it a lot more difficult to take over multiple systems in one turn. I don't know about using influence borders for that. However, life support *should* p

135 Replies 51,932 Views

It would be a simple solution, but it wouldn't cover enough cases or be a strong enough deterent. For example, the situation where the AI DOES attack in self defense (and they will do it, if you hang out transports in orbit long enough), having a diplomatic penalty is not ideal. Also, I'm not convinced it'd be enough... after all, the player is usually much, much more powerful after a successful war of conquest. Besides, thats not terribly believable, either.

135 Replies 51,932 Views

Overall, I think making defense cheaper to reflect that it is less valuable throughout the majority of game environment combinations is the right move. One possible fix to the flip point between defense being worthless to priceless is to greatly increase the tech cost to research defense. This way, the defense you do have researched is cheaper to throw on ships, but it will take a significant investment to make invincible ships, and then they are only invin

69 Replies 32,355 Views

Yes, In noticed this in my game today, as I had a large number of PQ 3 or 4 planets with over 10 tiles each. Pretty annoying, really, as it seriously cramped my economic potential.

25 Replies 15,810 Views

when they're being fired against an mis-matched defense, is it the base defense that goes down, or the square-rooted value that decreases? You calculate your total defence for a type, so if your base defences were 25/0/4, you'd have 27/7/9 effective defence. These effective defences are then worn down individually. So a 5-point shot against the 9 defence would reduce it to 4.

20 Replies 12,635 Views

Maybe you are right to say defenses are overpriced, yet it is not true that defenses = hp, because, as says Kyro in a post (https://forums.galciv2.com/?forumid=421&aid=139395), "the maximum defense rolls reset after each round", wich is not the case for hp. However, the defences don't reset if the ship is dead. Given the larger logistics allowance, people can field pretty large fleets, so, depending on hull

13 Replies 6,355 Views

I ran into a fairly similar situation in my last game. Remember that a fleet 11 max-weapon medium ships isn't all *that* cheap compared to a fleet of large ship, even ships with defences. If he's losing 11 mediums to your 1 or 2 large ships, I think you are coming out ahead dollar for dollar. Also, the research time invested to get to large ships from medium ships isn't very much compared to the time to research to the end of a weapons line. Still, if the enemy is going to deploy all we

20 Replies 12,635 Views

I think his problem would be solved by simply playign on a more challenging difficulty where he wouldnt be able to run this far ahead on tech(unitl the games already over), and the situation would never be an issue....you'd even be glad for the rule. Still, as I said, some sort of "critical damage" rule, forcing ships that won a squeaker to limp back to port and repair themselves before they were functional again would still keep the slight st

18 Replies 13,414 Views

The attacker is understood to have a "slight" (nothing compared to the way it wa in 1.0 Gc2 where everyone had first strike) advantage in surviveability. Take that away, you remove an entire aspect of strategic decision making from the game....i.e., if youre evenly matched, you better manuver to attack first. Better instead, to deal with whatever let the player make a 650 Missle attack ship in the game... Actually, the Yor h

18 Replies 13,414 Views

Id be open to a rule , though, that reduced the attack/defense score (if any) of any ship that won a victory in this manner to zero until it was fully repaired, to simulate critical damage. Well, something like that could work. I'm mostly against a ship that should be dead going on a rampage due to it's 1-hitpoint-rule armor. Believe me, it can happen. I lost 14 tiny fighters trying and failing to take out a battleship that

18 Replies 13,414 Views