If we combine the above comments on psionics and jamming technologies, a fourth pseudo-category of weapons and defense could be added that has a general effect on all the others. Psionic weapons and counters could add an overall bonus or penalty in combat, perhaps by simply giving percentage boosters to the psionically dominant fleet, or maybe by causing the weaker fleet to have its ships occasionaly miss a turn.
njero
As much as I love this game, I think some of you are ignoring the fact that relative to most strategy games with in-game tutorials (apples and oranges perhaps, but perhaps that's the fault of the devs), GalCiv II has very poor introductory material. The video tutorials do indeed gloss over many important game mechanics, and if someone isn't familiar with TBS game conventions, then the manual and tutorials alone might not provide the information they ne
Evil get access to certain rather nasty weapon technologies and they don't have to pay credits for starbase upgrades. And don't forget, evil races can build a structure that makes all invasion tactics free. I like that one. It's fun.
I think it makes perfect sense that stealing/trading for higher level trade techs doesn't make the module available. Think of it this way: the higher level techs do not teach you how to trade, they teach you how to be better at trading. They don't teach you how to build the trade vessels, they teach you how to talk to the clients those vessels bring you.
Hmm, yes, if you could figure out the component-size / hull-size variance for us I'd be quite happy. Less of my own effort to sate my curiousity.
I don't think that feature/bug should be eliminated for non-metaverse play (for metaverse, it should definately go away). Here's why: Currently, you can load up your saved race files in notepad, and edit them to your hearts content, not caring about the ingame limits. This could be seen as cheating, or it could be seen as a way to have lots of fun at the higher difficulty levels. As long as people aren't able to use this to cheat in the meta
why can it switch faster in windowed mode then in full screen? It seems like the opposite, if anything, would make sense Think of it in terms of windowed mode operation making performance sacrifices in the way a the program is run in order to allow it to behave like other basic Windows tasks. Meanwhil
Oldstatesman
To add further detail to Mystic X's good post, we can split his second point further. (2a) Type and number of life support modules, and (2b) total life support tech. In other words the support techs increase the base range your ships can stray from allied planets and starbases, and simultaneously grant you access to more and more advanced support modules which--when placed on said ships--will further enhance their range.
I like the idea of large, expensive ship components that could do small amounts of damage to a planet (population, quality, structures, etc.), or aid in invasion.
Stars! is pretty much my favourite game of all time. I still have a folder somewhere on my computer with a bunch of screenshots and wallpapers from when S!SNG was in development. I don't understand how they could have folded, I mean, they gave out free beer at E3! Part of the reason that I like GalCiv so much is that it's the closest any game has co