Starstriker1

Starstriker1

Joined Member # 2444307
0 Posts 14 Replies 10,250 Reputation

If you aren't up for designing your own ships (honestly, if you aren't that enthralled with the idea just grab a template and throw some weapons on it yourself) ToA has a new feature where the game will automatically design the ships for you (check the options menu). In general, you NEVER want to mess around with "core ship designs" because they are inherently and uniformly bad. They don't take advantage of your latest techs or miniaturization, and they usually don't look as awesome as the on

3 Replies 4,966 Views

Man, I love how some Americans seem to view "liberal" and/or "conservative" as a swear word. It is ceaselessly entertaining. The right wing ideologues think that "liberal" means "granola munching communist athiest tree hugger" while the left wing ideologues seem to believe that "conservative" is analogous to "uneducated, inbred rural hick". Doesn't it ever strike you guys as insane? When the only conclusion you can come up with is that your opposition is pure, unmitigated evi

5 Replies 5,647 Views

For the dock, I'd just like it if the damned thing would register my clicks 100% of the time. I love it otherwise, but occasionally it refuses to register the clicks until I click off on the desktop or an application first, which defeats the point of the dock in the first place.

54 Replies 127,796 Views

Awesome, that's a much needed tweak to AI. Is that the extent of the changes though? One of the major complaints was being crippled with agents, and another was the exorbitant cost that fielding agents required. Decreasing the cost of agents (or making it dependent on the number of agent's you currently have available/in the field) would solve that well enough.

171 Replies 554,527 Views

Erm... I'm sorry, but GC2 was most certainly "finished" on release! It was feature complete, as well as more stable and bug free than the majority of releases. I think that part of the bill of rights is more in reference ot the games that come out feeling like they're still in alpha, and need a patch to even be playable! As for updates, comparing games to movies isn't really useful. Aside from the fact that NOTHING comes out "perfect", movies are recordings of predefined events,

58 Replies 172,210 Views

Aye, battles are typically resolved within 6 light seconds of the starting point anyway, which nicely avoids crossing into complicated stellar navigation. Additionally, nothing says that the frame of reference that the battle is starting from isn't already moving, thanks to relativity. I like the idea of scaling down the battles to more reasonable scale, myself. It'd be scaling down the top speeds, weapon ranges, and accelerations uniformly, and maybe a few internal changes to things

26 Replies 88,871 Views

If the industry at large conformed to that list, I would be a happy man indeed. The only other publisher I can think of that sticks to this consistently is Valve. ...it's no coicidence, then, that the majority of my purchases are either through Stardock or Steam these days.

58 Replies 172,210 Views

I haven't experimented too much with the max speed... it's basically just there to keep the ships from entering relativistic territory. At 0.01c, it doesn't come into play often... despite the utterly ridiculous accelerations involved (something like 400-4000Gs... I did the math at one point.) My thoughts on tech progression are similar... instead of unlocking new weapons with each tech, you'd, say, improve the yield of missile warheads, or build a range extender for particle beams, o

26 Replies 88,871 Views

I am, actually... just haven't checked these boards for a few days! I'd assumed the thread had long since died. I'd figured that I'd done a crappy job of selling the system, what with that text-dump first post and utter lack of screenshots. In fact, I just finished up a new, more concise pitch and a few screenshots last night with the intent of posting them right now... not sure whether I'll do that now. At any rate, a newer version of the simulator can be found at http://www.mediafire.com/fi

26 Replies 88,871 Views

As far as I can tell, the fleet support modules only increase the weighting of a ship. For instance, I once used a frigate with targeting computers and warp bubbles alongside more conventional combat frigates. The command frigate was a less powerful (but slightly better defended) warship, yet it was always the focus for enemy attacks. However, an unarmed, unarmoured "carrier" craft built off a cargo hull will never be targeted first.

32 Replies 29,479 Views

I've updated the first post with a new file link. The newer build has projectile colours by team (to make things easier to understand) and interpolation between frames (which stops your eyes from bleeding at low tick rates). Just for redunancy's sake, [link="http://www.mediafire.com/?elmbc7r4zip"]here's the link[/link].

26 Replies 88,871 Views

...tactical combat is a bit of a dead horse topic... there should even be a sticky thread on it. Also, you might want to take a look at the files I stuck in. On top of more interesting ship and fleet design, making things look cooler was one of my main design goals.

26 Replies 88,871 Views

[quote]First of all, if you want a magnificent combat system for GalCiv3, take an example from Sins of A Solar Empire, and then improve upon it. The combat system for that game is wicked.[/quote] It's also built for a [i]real time strategy game[/i], which makes it completely incompatible with a galciv game. Besides, I always found those battle uninteresting to watch unless you set the camera to follow a strikecraft, as everything else stayed completely immobile and just hammered on each

26 Replies 88,871 Views

[quote] However, I'm worried the various interactions between attacks, defences, and other factors might make the combat system a headache. Also, the problem with that kind of system is that a balanced approach will never be as efficient as a focused one. Let's say a balanced fleet, with attacks against big, medium, and small ships as well as weapons of all weapon types meets a fleet with, say, all beam weapons? Sure, they would be more vulnerable against mass drivers, but since that's only a th

26 Replies 88,871 Views

[edit: File has been updated so that the resolution isn't fixed to 1024x768] I apologize for the length of the following post... I can't seem to help myself! I'll try to format it so that it's a bit easier to read. Anyhow, I've been giving some thought lately to the combat system in GC2. To be honest, it's pretty dry... simple to understand, but it doesn't allow for a lot of variety or very interesting interactions between ships. It's pretty easy to find dominant strategi

26 Replies 88,871 Views

Last I heard, the reason that Stardock didn't put Twilight on shelves is that it was expensive to go the retail route, and that they just didn't have enough clout with retailers to get their expansions AND their core game on the shelves at the same time.

14 Replies 32,261 Views

Well, the "creativity" bonus is responsible for the finishing techs ahead of schedual (so if you selected or got that perk somewhere, it'll kick in every so often) but it's dependant on how much research you're doing whether it shows up at all. If you aren't researching, you don't get creativity bonuses. As for the military/social connection to Rangers, I'm not so sure about that. I've never noticed it, myself... I'll keep an eye out for it, though!

15 Replies 10,644 Views

I like SoaSE, but I'm not sure that making a galciv game more like SoaSE is necessarily a good step. After all, the target audiences (and the base game designs) are removed from each other by a fair margin. The same thing goes for tactical combat of any sort... it's awesome as an idea by itself, but it wouldn't work well with a turn based, large scale strategy game... it just isn't what the game is about. Besides, can you imagine managing a hundred battles a turn? I say, keep the square

57 Replies 58,405 Views