WIllythemailboy

WIllythemailboy

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

[quote who="michaelwhittaker" reply="55" id="3412266"]This confuses me, do u mean by a hundred modules on one srarbase. Do u mean 100 modules on all the starbases, or is this a designation for something else. If this is can u clarify.[/quote] If I'm understanding him correctly, in the game files all the modules are assigned a number. #1-7 might be the mining upgrades, #8-16 the influence modules for those bases, #17-28 the trade modules, etc. (numbers made up for convenience, whic

86 Replies 320,675 Views

[quote who="mogthew" reply="306" id="3412212"] Quoting mattiscool555, reply 304 If you intend to make an argument for tactical combat my advice is to not cite chess, what is arguably the purest form of non-tactical TBS there is. Not sure if you're trolling or not Chess - Turn based, 1v1 tactical Combat - Turn based, 1v1 These two criteria are the most

411 Replies 1,960,633 Views

[quote who="mormegil" reply="1" id="3412178"]As you wish [/quote] While we're at it, can we get a way to "obsolete", better yet "hide", specific planet upgrade options while placing structures? Assuming of course planets build in pretty much the same way as GC2. Towards the end of the game you'd steal or buy tech to build a bunch of roughly equivalent buildings and only ever want to build one of them. For example, healing pools and VR centers. Give us the option to move

3 Replies 12,368 Views

[quote who="Reaper273" reply="8" id="3411463"]I see your point, but would also mention that size should not equal power. The SG-1 episode 'It's Good To Be King' where O'Neill destroys a Goauld Ha'tak with a Puddle Jumper with one shot due to much more advanced tech is an example of what I mean.[/quote] The Honorverse, especially in the most recent few books, have plenty of similar incidents. A handful of destroyers taking out battlecruisers in one launch each, for

18 Replies 36,516 Views

[quote who="jrdufour" reply="10" id="3411150"]I do somewhat agree with that, but the combat systems math, pooled all weapons of the same type together, so it was kinda how it worked. Even if they were treated as separate weapons, on a larger ship the weapons would have a reduced firing arc, meaning that a gun would need a faster response time to hit a target for the short amount of time it was in range.[/quote] That hasn't been true since Dread Lords. Possibly Dark Avatar, but I d

30 Replies 65,194 Views

[quote who="yarodin" reply="7" id="3411111"]I'd really like to count which is more often: posts about a carrier/fighter element or posts including "it's not a shoot-them-up" and "hell freezes over first" from zydor? It really gets exhausting... [/quote] Fighter/carriers, by a fair margin. Zydor only posts that in response to carrier posts and he's bound to miss a few.

83 Replies 398,199 Views

[quote who="jrdufour" reply="6" id="3411117"]I think the biggest issue in gal civ 2 in regards to fighters, was that you could build you own 'fighters' by using the smallest parts, but there was no point. The combat simulation didn't take ship maneuverability into account. So, a massive battle cruiser with a giant cannon, could blow away a bazillion fighters, despite the fact that in reality, the fighters would move so fast that a large ship would have difficulty hitting them with

30 Replies 65,194 Views

[quote who="Tridus" reply="26" id="3411081"] Quoting WIllythemailboy, reply 20 I'll add a conditional vote for the minority as well. Starbases will be significantly less valuable without the capability of building them quickly, which is what most of the alternative schemes lack. If I blow up a Torian starbase on an economic resource, I want that stack of constructors to build it from nothing to full production immediately, not 20 turns from now. Slow buil

86 Replies 320,675 Views

[quote who="Lucky Jack" reply="25" id="3411075"] Quoting wuphonsreach, reply 14 - Starbase tech didn't keep up with ship advances. A starbase (in my mind) should be competitive with even the largest ship hulls if you invest the constructors into upgrading it. In my mind, a military starbase should be able to fend off multiple of the largest ships. Why do you say that? GC2's Starbase hulls were much bigger than the largest possible ship hull

86 Replies 320,675 Views

[quote who="Lucky Jack" reply="50" id="3411063"] Quoting WIllythemailboy, reply 48 GC2 did that, as long as the tech was in the same chain. If you overkilled Laser II, the excess would go into Laser III, then Laser IV, etc. The only time it would matter is when researching a terminal tech in a chain. That's not to say it wouldn't be nice to be able to redirect the remainder to something else if I wanted to end at Laser II for some reason.<

121 Replies 380,405 Views

[quote who="18Zulukiller" reply="15" id="3410948"] Quoting wuphonsreach, reply 14 - Starbase tech didn't keep up with ship advances. A starbase (in my mind) should be competitive with even the largest ship hulls if you invest the constructors into upgrading it. In my mind, a military starbase should be able to fend off multiple of the largest ships. Agreed that's why i never built anything more tha

86 Replies 320,675 Views

I'll add a conditional vote for the minority as well. Starbases will be significantly less valuable without the capability of building them quickly, which is what most of the alternative schemes lack. If I blow up a Torian starbase on an economic resource, I want that stack of constructors to build it from nothing to full production immediately, not 20 turns from now. Slow build would suck. If there's a better way to implement that sort of system, I'll support that. Even a

86 Replies 320,675 Views

Multiplayer wouldn't be of much use to him either, since it would have the same problem of him losing in about the same time frame as an AI could beat him. I guess he could play against human players much worse than him. He seems to want fun replay value from facerolling dumbed down AI, and it's not going to happen here. Possibly something like Sim City would be more his speed.

12 Replies 24,176 Views

I tend to care about certain worlds, specifically high bonus, high PQ, or those with good colonization bonuses. A planet that can crank out +60% ships deserves lots of care and micromanagement, a random 12 PQ planet with a x2 manufacturing bonus tile is going to get a factory on that time, then stock market spammed until I build over the factory and that's the last I'll ever care about it.

11 Replies 25,539 Views

[quote who="DivineWrath" reply="47" id="3410933"]Why not have the excess research points be automatically be redirected to the next research project instead of being wasted? I'm thinking that when ever you have more than enough research points to complete 1 tech (or several), the excess is put towards the tech of your choosing (you should get a pop up or something). [/quote] GC2 did that, as long as the tech was in the same chain. If you overkilled Laser II, the excess would

121 Replies 380,405 Views

[quote who="Tridus" reply="45" id="3410859"]Why would I want to do that? If I can get X, Y, and Z in 15 turns, it makes more sense to get X at turn 5, Y at 10, and Z at 15 than it does to split my research three ways and get all of them on turn 15. The optimal way to do it is so obvious that doing anything else is simply playing wrong, and thus why bother implementing it? Trying to fix it such that it's not lopsided just makes something else optimal, and thus people in the know will still

121 Replies 380,405 Views

[quote who="charon2112" reply="264" id="3410569"]It's probably going to be a combination of both, and this thread will be 200 pages of wasted debate. [/quote] Maybe, but hopefully not. Regardless, Stardock has already decided what they are going to do and probably have it 90% coded already, and this will be 200 pages of wasted debate.

411 Replies 1,960,633 Views

I don't know about bugs; I'm one of those hapless beta users that breaks something but can't isolate what I broke or how. However, I will happily volunteer to proofread game text. Maybe a pdf of all the text in the game, rather than trying to find it all while playing the game and hoping I remember to write it down. There's still a few minor-but-annoying errors in Twilight that bug me to no end. One I was recently was a wrong text variable, a instead o

20 Replies 30,402 Views

The constructor spam was annoying, but I think I'd find a solely planet-industry-linked upgrade path to be even worse. Being able to do both wouldn't be too bad, though. Maybe drop the 10 or so constructors to make the functional part of the base instantly, then let the planet-based process fortify it. Honestly, I'd be happier if we could put multiple special modules on a single hull. A cargo ship with 5 cargo modules that can be built on a reasonably productive planet is

30 Replies 68,478 Views

[quote who="Lucky Jack" reply="3" id="3410501"]It may also be that Tyrantissar is talking from experience from a particular level of GC2. I had noticed that the re spawning of anomalies quit on at least one particular upgrade. [/quote] There might have been a patch where it didn't work right, but more likely he only played the base game early on. Respawning anomalies weren't introduced until DA, if I remember correctly.

6 Replies 17,302 Views

[quote who="Marauder_IIc" reply="4" id="3410127"]I agree, this would be an excellent idea. Infact, this made me think of somehting, as I really want some improvements in combat to begin with (like control) mayby targetabgle vitals and systems, that way you could disable engines and use salvage craft to steal the ship. Knock power off line, drag it back to a space dock or planet, if the crew won't surrended, easy enough,blow a small hole in it and space t

14 Replies 52,953 Views

[quote who="jim_viebke" reply="25" id="3409067"]I'm guessing sectors will be retained, just to keep large maps manageable. Hex-shaped quadrants would make sense. I'll be interested to see how it's done. I must add I'm very happy about the promise of still-larger galaxies. GCII Ultimate supported up to 22*22 sectors, or 484 sectors total. With 12*12 tiles (?) per sector, that's a total of 22*22*12*12 tiles, or 69,696 individual tiles.

71 Replies 513,032 Views

[quote who="Gaunathor" reply="4" id="3408764"] Quoting Zydor, reply 3 Stargates will never happen in GalCiv - ever. Yes, because Hyperdrive made them obsolete, not because of your reasons. Stargates wouldn't allow instantaneous travel anyhow. That's not how they work in the GalCiv lore. In fact, they are much slower than Hyperdrive (still better than STL, though). [/quote] That was the lore reason used to explain why they weren

7 Replies 22,437 Views