I think, based on the description, that bravery gives you a soldiering bonus when defending.
Starstriker1
Okay, I can't be the only one who thinks this would be a riot to play around with...
I've done that a few times. My favourite setup for that is to give the tiny hulls the cheap, bulky armour and whatever mass driver will fit, giving them one attack and two defense while remaining as cheap as humanly possible! I've also experimented with putting a single, more traditionally built medium hull into their fleets. Since the medium hull is targetted first, the heavy hitters of the fleet (the swarm) are spared destruction.
Unfortunately, you can't have modules add to your research quota, it simply isn't supported. It WOULD be DAMN COOL, though, to be able to do that.
Ship design is perhaps my favourite element of GalCiv2. I can't count how many hours I've spent in the designer making cool new ships. However, the ships are all pretty static... what would really bring them to life is animated components! The simplest form of this would be components that are constantly playing an idle animation, such as a conponent that constantly rotates or oscillates. I believe Kryo was pushing for these at some point. However, I'd like to go a step beyond this. Som
Agreed. However, I don't think that the AIs really take alliances into consideration well enough. If the weakest civ is allied with the largest, a middle power civilisation will happily declare war on the the weak civ and then acts surprised when they get their asses handed to them. What bothers me, though, is that honouring an alliance is viewed by everyone else as an act of aggression, which seems counter intuitive. It gets bad, though, when attacking one civ leads to a fanta
Galactic Guidebook is much more of an option in the 1.7 betas, since anomalies respawn. Being able to use whatever ship is closest to harvest the anomalies might be a lifesaver... not to mention the free sensor range that you get from have free survey modules.
Actually, it's my primary strategy. I avoid putting engines on my ships in favour of weaponry, and use speed bonuses and tech to increase speed. Since the AI doesn't usually build faster ships, it usually results in me being faster, not slower, than my opposition. I find the extra firepower to be generally worth the trouble. I make exceptions, though, for transports, scouts (usually cargo ships with sensors), or the occasional raiding ship for hitting soft targets like freighters, some starbases
Perhaps an alternate solution: lacking right of passage disallows you from moving your military ships within x parsecs of an inhabited planet owned by that civ. If that would result in no possible paths (or a highly unoptimal one) speed is reduced to 1, as proposed. Basically, making the movement cost in the A* search (or whatever pathfinding algorithm you're using) maxspeed-1 within the disallowed radius. It'd still allow for sneak attacks, especially once ships started getting faster,
The Iconians and Korx tend to get the short end of the stick too... though I've personally been able to pull of some really effective early trade strats with the Korx.
I haven't seen them often, but I've seen them. They're much more likely if you've got the luck attribute.
Some kind of long range weapon volley might make a fantastic addition to Terror Stars. Actually, come to think of it, how are Terror stars being handled? If the starbase movement module is seperate from the star destroying one, a military starbase could become a brutal offensive tool, and if it had something like this, yikes!
Is it too late to get in on this beta?
Sorry to repeat the question, Brad, but is the beta still open for people who haven't yet preordered? I'd love to get in on that.
Is there a cutoff for when preordering will get you a spot in the beta? I'm getting really excited for the possibilities myself.
You CAN build the older version, but I don't think that the AI takes advantage of that.
Or, to add on to JubJub's concern, what happens when a human player consciously steers the Drengin towards the good side of the fence? Will the alignments be locked or something?
I'd like to request that auto survey NOT be automatically deactivated when no more anomalies can be detected. Since anomalies now randomly respawn, this'd let us keep searching for them as the game goes on.
Aye. Stardock is definitly my most trusted game developer right now. I wouldn't be giving Sins of a Solar Empire such a close look if they weren't involved.
Holy crap, I can't wait to see that in action. Also, yeah, what about the Iconians?
I believe you mentioned an overhaul of leases and starbase management. Will that be in the beta? Can't wait, regardless!
Is this legitimate? Mega events weren't in DL 1.0, and I've never seen any mention of this event anywhere before (and I'm certain that many people have jumped at the opportunity to use undead soldiers, as I certainly have!)
If all we're doing here is making wish lists, my preferred setup would be as follows: *Keep the heavily abstracted nature of the conflicts *Turn the one week planetary conquests into prolonged siege/pacification operations. They would last until the planet either defected (some combination of loyalty, influence, and the willpower of the defenders) or it was militarily crushed. Every week, both sides would take casualties, with a heavy bias towards the attackers. *Every turn a pl
Really? I'd prefer that they ignored those graphs entirely, since even in the best of situations it's misleading. At the very least, other factors like range, proximity of ships, offense vs defense capacity in both your militaries and the situation with military starbases/resources need to be considered, and if the AI goes to war based on a specific weakness, it needs to exploit that weakness ASAP!
A somewhat off topic request: a Twilight of the Arnor AAR from Frogboy.