I appreciate the reality argument, but increasing the ship variety is more about making warfare more interesting, and adding more strategy to fleet distribution.. when do you risk your capital ships? When can you make do with smaller fleets in your skirmishes? Since Galciv2 doesn't give many options for small ships outside attacking other ships, I would argue that you can still make them useful by making them the less powerful, but more cost effective units. With the setup we're suggest
Starstriker1
Consider that the build times between different mining levels are quite different. In my experience, the AI has no problem building more miners. I've even seen them SPAM the bloody things when they don't have weapon tech...
[quote]I find myself often... almost exclusively using cargo hulls for early game now. Every race has at least one +hp module that is small but expensive... and some have as many as three (Terran Huge hulls with +800 hp, and that only takes up 1/3 of your slots. Oooooh yeah! Who cares that it costs you an extra 8k bc per ship??) Given that you can have +HP modules, I sometimes never get around to researching medium fighters. Somewhere between +20 and +25 hp to your cargo hull is just fi
Though it's a little off topic, I completely agree with you Karl. The new components should be expensive, and the old ones should get cheaper as the game goes on... this would represent the infrastructure being developed for the technology. It makes a ton of sense, since a civilisation that can build BLACK HOLE GUNS can probably put together a railgun without even blinking. It gives the player the option of keeping ships cheaper by using older designs, while adding a cost to using freshly develo
[quote] I like the idea, although I'm not sure on your numbers. [/quote] As I said, they were totally pulled out of thin air. One of the problems I found at guessing them is that the combat loadout of a ship is still the majority of the influence on the ship cost. The only way to get the proper effect in that context is to increase the cost of larger hulls by a huge amount. It does the job, but has the unintended side effect of making those bigger ships prohibitivel
I've also found luck to be invaluable for getting nice cash bonuses during surveying. Honestly, though, that's the only kind of stuff it should be effecting... the minimum damage bonus just doesn't make sense! It's a 12.5% average damage increase plus all sorts of huge cash bonuses at game start, and it only costs a single ability point! Needless to say, I've never played a game without the ability.
Overkill isn't really a problem in DA or TA. A suitably armed battleship can wipe out an entire fleet in a single volley! Any weapons that haven't fired get to select a new target. Also, once top end weapons and defenses enter the picture, the entire combat system breaks outright, being prone to exploits and uninteresting one-shot combat. For instance, a single all attack ship can take out fleets consistently if it has enough weaponry to kill the entire fleet in one round, providing it
While its gotten its share of flak, I really like the new values for ship maintainence, as they make you consider just how much you build up your military. My idea is to extend that a bit and make you consider the composition of your military as well by exponentially increasing the costs of larger hull sizes. Ideally, the hull cost would increase something like 25, 75, 300, 900, 2700 for the five different hull sizes, drastically increasing the build times and maintainence costs of more powerful
It does effect damage rolls (though it really, really shouldn't), but it had a bearing on random events in GC2, and to my knowledge it's never changed in DA.
I'm curious as to how people are constructing their fleets given all the new options in TA, and what names they're using for different roles. For me, I refer to my ship classes by the following: Fighter - Tiny hull, without any hull boosts. I rarely use them, as they're fairly ineffective. Medium Fighter - Tiny hulls, with hull boosts. Surprisingly effective for their size, as a single HP boost can nearly double their HP to heavy fighter level! Heavy Fighter - Smal
Eh, his obnoxious post has been deleted, so all is well.
Thank you, Gongytron, for reminding me of the boundless persistence of human stupidity. In my optimism, I was starting to have hope for the human race. Thanks for clearing that up for me! Idiots aside: Ironclad, fantastic game. I bought it based off all the recommendations I've been hearing (and the knowledge that Stardock was involved) and I haven't been disappointed. This is a very different kind of online experience, I've never seen a game this slow that works this well.
I am weak.
CTRL+N restarts the game at the beginning, with a new randomly generated galaxy. To update, grab stardock central off the site. Yeah, it's a seperate program, but it makes updating much, much easier.
If all you're interested is the basics, all a 4X game needs is the four X's. Explore, expand, exploit, and exterminate! ;) Then again, those qualities really are the basis of most RTSs as well.
I'm holding off on my purchase until after the majority of my midterms are over. The last thing I need is an additional dosage of Stardock-issued digital crack cocaine to distract me right now!
[quote]Thats true, but only for your outgoing treaties. If you only get a treaty from someone, you can declare war on them without problem. For a time i was not getting treaties from minors cause i thought i wouldnt be abalt to attack them later. Now i get them all. [/quote] You sure about this? I could swear that it worked in either direction...
Shhh! We like meaningless conjecture!
Minors still are not allowed to colonize. However, they do seem to be much more competent in some areas... they'll make good use of warships, and seem to be building and researching fairly decently. My only complaints: 1) Either give them influence, or stop them from even considering influence starbases! 2) Let the play spy on them, there's no reason to put that restriction on his spies. Spying is the best way to find out the layout of enemy planets, and sometimes minor races ca
Something I figured I should point out: many of the minor races get access to unique techs that other races have, but those techs are often given away on the cheap! In my current game, I was able to buy weather control from a minor races for a paltry 150 bc, which has given me a huge boost in the number of tiles I can take advantage of.
[quote] superluminal communication So how does non-point to point superluminal communication work in any case? The humans had contact with an automated probe from the Acreans didn't they? No Superluminal communication involved. [/quote] I think it'd be less a matter of doing a "broadcast" and more about exploration. You send out probes, find civilisations by their (now millenia old) radio signals, and set up contact. The races yo
Minors make convenient lightning rods, and you can fight a decent proxy war through one. In rare instances, minors are the monkey wrenches thrown into the game mechanics.
With superluminal transportation comes superluminal communication. The humans were supposed to have limited FTL contact with the Arceans in the process of building a stargate (prior to figuring out the hyperdrive). Moreover, many of the spacefaring races like the Drengin and Arceans were using stargates. Ultimately, though, the main issue is that humanity let the information out freely until they realized the issues. They disseminated fusion energy technology to anyone they came across,
Defensive tactics might be a nice addition as well, without significantly altering the formula.
Alberta just went into the annual deep freeze (-24 C, plus substantial wind chill). Nothing shuts down, but it's sufficient reason for me to avoid going to the University in favour of... homework. Sigh. Well, whenever the beta is up, I expect my productivity to disappear! :D