I would not like to see the developers spend their time on building a tactical combat game; better that they should expand and improve the strategic game. I can't think of a single strategic game that does strategic 4x and tactical combat both well. Usually it is the strategic gameplay and AI ability that suffers (I'm looking at you, Total War). Two changes that would add a lot of flavor to combat for me: 1) Let me change the function of ships (Escort, Capital,
Director
" Starbases should build their own modules" +1 for this.
If you place a part and set the mirroring (horizontal, vertical or both) and then place a new part on the original part, the new part you place will be mirrored and you will not be able to select or unselect the mirror function for it. Wow, that sounds... 'Peter Piper picked a part apart to make the pert part depart in the park'. Anyway, once you set the mirroring for a part it carries over to anything you attach to it.
Like Larsenex I tend to build most of my warships on a medium hull, and I also use 2 engines but I almost never use thrusters. Unlike him, I set up a small-hull design with 2 engines and whatever defenses and weapons I can fit into it, and I use them to 'fill out' my fleets. Often I use a 50/50 split of mediums and smalls until I can make enough mediums to replace the smalls. Then I group them into 'utility' task forces for doing the dirty work like killing starbases and shipy
You can't do both and do them well. The AI in Total War is, in my experience, a total joke and Sid Meier's AIs tend to just be given cheat resources until they can compete.
Well, here's what happened to me. The Altarians were in first place and I had climbed (over the broken bodies of Yor and minor races) to second. So of course they declared war on me. I didn't have a big navy but I had been researching the pieces for a great new design (prototype missile + Harpoon, prototype elerium beam, 1 of each defense and two Ion engines on a sesame seed - um, on a medium hull). They were already at war with the Krynn (WWI-style meatgrinder) so I traded some techs
AI is one of those things where it is very easy to know what you are talking about, very complicated to define and almost impossible to achieve. Only women, I believe, are more complicatedly opaque than the field of AI. One of my old favorites (as I've said) was the SSG series of games. Part of their approach to making a good AI - and they made some really tough opponents - was to limit the player to making high-level decisions and let the AI make the lower level ones fo
I am already tired of the 'Oh my Survey ship fell through a wormhole next to you and I declare war on you even though you are on the other side of the galaxy and I will never, ever, ever accept any sort of peace unless you destroy every ship and invade every planet.' That, and the 'Oh so-and-so declared war on you so I will to. And so will they. And them...' All in the same turn.
Strategic Studies Group (SSG) had games with some of the best AI that I've ever played against. After that I'd have to list GC2 and then some of the Paradox titles.
Click on a fleet, then select a ship. Choose the 'Eject ship' command from the tab.
I remember the AI in GC2 very well; I played that game a lot (really a lot) until 3 came out. The AI tended to behave like General McClellan - its campaigns were plodding and mostly consisted of roaming fleets knocking out planetary defenders and wanting the skies to stay clear for a turn or two before the transports were wheeled up. I was almost always able to 'tech rush' my way out of trouble and I recall lots of battles where my fleet would vaporize wave after wave of enemy
I'd like to see every defense provide some protection against any attack. I'm a little tired of having to put all 3 defenses on my ships, or else park them on a planet for 15 turns (and forget where they are) while they repair. In real-life, navies have staff members who keep up with repairs, logistics and production. I'm too stressed with trying to upgrade 50 starbases to be able to keep up with my warships, so I usually just let them fight on until they di
I would have more use for money if I could update an entire class of ships at once instead of: 1) Oh, look, I can't tell how many moves or hitpoints the ships of that fleet has. 2) Eject one. Is that the damaged one? No? Eject the next one. Is that the damaged one? No? Eject the... 3) Say, screw it, send them in to die, and spend 20 turns building more and shipping them to the front.
Any unused ships will be in planetary orbit.
I only have a few suggestions for you, and I warn you that my style of play and strategy may not suit you. But here goes: First, decide what kind of war you want to fight. I like tech supremacy, but if the Drengin hordes are coming over the border you may have to pump up production of inferior ships and fight a war of attrition, at least until you can build up and take the war to him. As a last resort, try to preserve your ships to kill his transports... Always try to wage war in his
I don't know the inner workings of the game but I assume any planetary bonuses are calculated when a starbase is placed/upgraded. Moving the starbase would require a lot of code iterations to calculate what was now under the umbrella. If they don't move there is no need to recalculate.
I know that GC3 was in my Steam library because I've been able to opt into the patches. But now my library list includes GC2, as before, but has no mention of 3. Anyone else have this problem or know a solution?
Weapons are only stopped by their corresponding defense - mass drivers/armor, missiles/point defense, beams/shields. Defenses are worthless against two of the three weapons, and damage is very tedious to repair. It's also impossibly expensive to 'refit' your ships if you have, say, shields and need point defense, so that means taking the time to research, the time to build and the time to fly your ship to the combat zone - or just accepting that your ships have effectively no defe
I get that too, occasionally. The only cure seems to be restarting my computer and reloading the game.
Go to a planet to build a ship. Click User, then select. Go to the next planet; click User, then select. Go to the designer. Click User, then select. Can't the darned thing remember that I've selected User every single time for the last 100 clicks and use that as the default? Oh, and you kids! Get off my lawn! [e digicons]|-)[/e]
Completely agree - impossible to see without tedious zooming in and out.
What you should add to your mod is a ship component - quite large - that gives a repair bonus within a few hexes. That way I can build fleet repair ships. [e digicons]:grin:[/e]
I haven't even tried repairing a ship in months. As far as I know, ships repair at 1 point per turn no matter where you send them. In GC2 you could put them in a planet's orbit and they would repair at (I think) 6 points per turn. Does anyone know for certain if putting a ship in orbit makes it repair faster, and if so, how much per turn? 1 point per turn is just ridiculous - major damage to a big ship is unrepairable because it soaks you for maintenance
The look of the game is a little dated. But I'd rather have the developers spend their time on gameplay and AI over fancy mostly-useless graphics.
"No, requiring ships to go back to a base to upgrade would require a radical redesign of how ships, range, and distance are currently handled. And considering that there are already disadvantages to upgrading far from home (longer time to do it, more expensive [I think], ship is a sitting duck while being upgraded), I see little reason to force players to waste turns to send ships back home and manymany reasons not to do it." &nbs