WIllythemailboy

WIllythemailboy

Joined Member # 2424203
2 Posts 657 Replies 3,210 Reputation

[quote who="yarodin" reply="102" id="3418692"]Sorry if it's how you're reading my posts. They weren't (and aren't) meant to be insulting, I just wanted to post valid arguments why mines are not completly useless, at least in my opinion. I find it rather annoying when my arguments are not countered or discussed but just dismissed as "jusitifications". If you have counter arguments, good. Bring them.[/quote] They're not insulting or anything, they just have the tone

141 Replies 496,600 Views

[quote who="jecy99" reply="55" id="3418616"]Well i would certainly think a tiny fighter, would hardly take up as much maintenance as a normal ship that could hop from system to system,.. Perhaps you could use Tiny ships, and create "wings" Say a wing is 3 ships grouped, that in essence would become a single "tiny" ship" So sort of 3 for the price of one. [/quote] Are you accounting for the upkeep cost of the carrier module as well? My point is that the upkeep cost for fighters and the

83 Replies 398,142 Views

[quote who="yarodin" reply="100" id="3418579"]1. The "justifications" are in no way frantic. I find them logically or I wouldn't have written them.[/quote] Sorry, but that's the tone your posts are giving off. Most of your arguments would be somewhat valid if we were dealing with a "real life" GC universe, but won't work well in the actual game due to the turn-based issues. Are you factoring in time to lay the mines, cost of tenders, upkeep cost, etc. or are you just assum

141 Replies 496,600 Views

[quote who="Lucky Jack" reply="4" id="3418389"] Quoting NorsemanViking, reply 3 Quoting Lucky Jack, reply 2 Since we can already scan our own planet today, I see no reason why any ship with even the minimum default scanners shouldn't be able to already support this idea. Gameplay reasons? Interesting. I just checked on GC2 and if you have reached an espionage level of "high" on the race owning the planet, you can see the plan

11 Replies 23,308 Views

How well would this work in relation to a game where planets can be flipped solely by influence? Would planets that chose not to be in your empire also be targets, or would the AI decide to let them go their own way? For that matter, if a planet is sold to a hostile empire would its citizens be more likely to flip back to its original civilization?

9 Replies 26,379 Views

[quote who="yarodin" reply="94" id="3418264"] Lucky Jack and I already told you why we think mines are a good thing. Ok, you can disagree, but please stop ignoring our arguments. We already told you what we thinj what the benefit is/would be.[/quote] Unfortunately, he's right. Nothing in your arguments amounts to more than "mines for the sake of mines" and a lot of frantic justifications for it. Not to mention the indiscriminate nature of mines. In toda

141 Replies 496,600 Views

[quote who="18Zulukiller" reply="20" id="3418179"]Total war games have an auto resolve button if do not want to fight a battle.[/quote] Auto resolve is *never* an option. It basically falls into two categories: the auto resolve can fight a battle as well or better than the player, or the auto battle does worse than the player. If the first is true, why would anyone play out a battle? The AI can do it as well as you can, you&

93 Replies 392,241 Views

None of those solve, or even come close to balancing, the indestructibility issue. There needs to be a way for an aggressor to eliminate them permanently. A mine sweeping module would be best; a hard cap on the number of mines and having heavily armored ships "soak" them would work. But once gone they don't magically reappear. For that matter, they shouldn't magically appear the first time, either. They would need to be emplaced one hex at a time, by a specialized ship, s

141 Replies 496,600 Views

[quote who="qrtxian" reply="6" id="3416142"] Quoting Gaunathor, reply 5 Quoting qrtxian, reply 4 To be honest, I just want a system where my 100% good race doesn't have to, for all intents and purposes, commit genocide every time it invades a planet. Frogboy said in this interview, that they are replacing alignments with ideologies. So, no Good vs Evil anymore. That's not really my point. I just think it's kind of ridiculous that I can

9 Replies 24,315 Views

[quote who="MarvinKosh" reply="14" id="3415916"]The Altarians have a late-game building (the Dark Energy Lab) which gives them a significant bonus to Weapons. This effectively cancels out the penalty. But you're right, until they build it they're at a significant disadvantage. That's why, when you're setting up a galaxy with Altarians, you should always have a race in the mix which shares their alignment so that they can use their Super Organiser ability

18 Replies 54,902 Views

[quote who="DivineWrath" reply="21" id="3415871"]Question. Can a civilization change its ideology? For instance, could the Drengin discard its ideology of excessive cruelty, slavery, consumption of intelligent species? Could they adopt a more benevolent ideology? Back in GalCiv 2 Twilight, a random event might change the Drengin from Evil to Good alignment, and I find it weird that their tech tree remained largely the same (they still had access to slave factories, pain appliers, d

33 Replies 144,520 Views

[quote who="michaelwhittaker" reply="16" id="3415435"]I have a question do U think this game wpuld have been considered to complicated if it would have came out in the 90's Willy? I'm talking about Galactic civilization 3 twilight of the arnor or civilization 5. Just asking a question. I know this would have been overwhelming for me to have played this before. [/quote] Not at all. I've enjoyed strategy games since finding PTO II on the Super Nintendo. I don't tend

18 Replies 40,524 Views

[quote who="Tyrantissar" reply="10" id="3415282"]I don't get how this could be too complicated, but however I think this model is outdated and using the square system of GC II. Besides if you think this is too complicated, I feel sorry for you and your lack of ability to manage even a class 1 planet. [/quote] It's not ONE planet anyone worries about. We just don't want to deal with three hundred of these crapholes every game, and anyone who does want to is an idi

18 Replies 40,524 Views

There is a limit of 4 starbases per sector (added in DA I think). Starbases can affect 8 squares away (rounded up, so if the circle just barely reaches a square it counts as in the ring), and sectors are 15 squares wide. That means bases set in the first four squares in the corner of a sector can affect the squares in the center of the sector next to it, and the first square of the sector just over the border. A crappy text drawing: x[ooooooooooooooo[x x[oooooooooooooo

11 Replies 23,682 Views

If you were willing to put in the research and construction, you could already do something similar in GC2 with a starbase array. Up to 24 starbases could affect one space, which could then boost the ship's normal speed by 72 points for the turn it starts on the sweet spot. Even more, if you got the Korx module tech, which allowed a 120 point boost from a 24 array. That's enough to launch a ship about a third of the way across an immense map in one turn.

11 Replies 23,682 Views

[quote who="yarodin" reply="7" id="3414332"]I don't like the idea. You replace a easy system through a much more complicated one, increasing the management factor by 5-20 depending on your planets because instead of 1 grid, you have to manage x grids per colony. I can't see the benefit, it would just increase micro management enourmously. Think about a GC game with 30 colonies (which is not so much, depending on the setting you play) this would become unplayable in my eyes.[/quote]</p

18 Replies 40,524 Views

[quote who="Voqar" reply="25" id="3413759"]Kind of dreading seeing some of the stuff people come up with, actually, and hoping the quality control is pretty tight on this.[/quote] Agreed. Hopefully only the best get into the game. I have a few ideas I'm kicking around. One example: Buckley. The name only works if the system can be programmed to be the designated victim for any improbable catastrophe that happens in the game. Two planets collide? You can bet it happened somewhere i

335 Replies 395,178 Views

[quote who="michaelwhittaker" reply="51" id="3413602"]I tried to get all the quotes under one edit earlier. I couldn't make it work I will try again. It would be easier if I could just delete some of my quotes. If it take me days to read a site then there is no way I can remember all the posts. [/quote] A helpful hint: if you use the quote button, it will always put the selected text in a quote starting where your cursor is in the reply box. If you want to quote multiple post

62 Replies 231,361 Views

[quote who="Seilore" reply="6" id="3413531"]Burried somewhere in the GalCiv2 Forums there are several posts from Brad stating that he was going for a trilogy which would mean this saidly would be the last of the series, however, with that being said, he's the CEO so he can make as many as he wants and change his mind as many times as he'd like [/quote] He can always go the Douglas Adams route, too. "The fifth game in the increasingly inaccurately named Galactic

9 Replies 31,531 Views

[quote who="wuphonsreach" reply="73" id="3413471"]With starbases having "slots" (just like planets have surface slots for improvements), you can mix/match the focus of the starbase. (For game-balance, you may still need to restrict some modules to only being mountable on military / economic / influence / mining bases.)[/quote] If you're having construction slots on the starbase, why not allow hybrid designs? The biggest type of base might have enough space to get all the military

86 Replies 320,634 Views

[quote who="MarvinKosh" reply="68" id="3413406"]Freighters spawn a mini-freighter when they set up a trade route, starbases could similarly set up a supply freighter which ferries supplies (production) from a designated planet. This would default to the closest planet which isn't over-committed to providing building supplies. This would make setting up remote starbases a teeny bit more problematic, as the longer the supply line is the more chances that a supply freighter

86 Replies 320,634 Views

[quote who="UnleashedElf" reply="62" id="3413169"]How about we just simplify everything down to 1 constructor? 1. Build constructor, send to location. 2. Choose type of starbase. 3. From there, buy needed upgrade modules. No more constructors after. Construction time takes place by being added to queue of a planet assigned by the user. 1 starbase needs 1 constructor. Modules are then upgraded by cash afterwards an

86 Replies 320,634 Views

[quote who="ParagonRenegade" reply="6" id="3412611"]The Civilizations in the game consume trillions or quadrillions of tons of metal in the course of the game if the "tonnage" measure in the ship view is correct. This would vastly outstrip every easily-available source on multiple planets like Earth.[/quote] Not really. Extracting the metal content of entire asteroids seems to be within the tech limits of the game civilizations; getting 10^18 kg of metal out of a few dozen large aster

34 Replies 119,480 Views