DivineWrath

DivineWrath

Joined Last seen Member # 2500482
46 Posts 622 Replies 2,136 Reputation

Garrisons are a new mechanic in Sins 2. A planet can have its own logistics supply for the sole purpose of building ships for planetary defense. When your factories are idle, they will produce garrison ships at no cost to you. The ship factories will continue to build ships so long as there is garrison supply and you aren't using them. Garrisons can be used to protect the home planet or attack or defend planet 1 just out. You can get garrison supply by building the garrison planet component.

0 Replies 6,725 Views

I liked how research worked in tech preview 1. You could use the screen to sort techs by group or even use a search bar on the top left to search by name. For example, if I wanted to see all ship prototypes, I could do that. I hope this makes a come back.

0 Replies 3,965 Views

I happen to like the rock paper scissors system for weapons and defense that we had since GalCiv 2. I'm a little sad you are trying to replace it. However, I'll try to keep an open mind for the new system that develops. Some thoughts. I don't think you should allow one weapon type to get a range advantage and get to kill the enemy before they get to fire back. That just encourages stacking that weapon type. I'm a known offender. Another factor to consider is whether al

58 Replies 217,030 Views

[quote who="PaulLach" reply="5" id="3873558"]I hope you fix the issue where a planet that has "Guardian Drones" cannot be invaded successfully because, after you destroy the drones and start the invasion, the drones regenerate after 3 turns causing the game to terminate the invasion due to the planet now being defended.[/quote] I'm pretty sure they fixed that. I made sure they fixed it.

58 Replies 217,030 Views

Any chance that GalCiv 2 might get some love? I have this strange bug that won't let me alt-tab if I do a planet invasion. I think the planet invasion screen breaks something. In windows 7, I would return to a black screen (I have to close the game). In windows 10, it makes everything a black screen (I have to restart the computer).

40 Replies 319,251 Views

Overall, the game feels good to play. However there are a few points that I want to address. 1. I liked the previous research screen. It made it easy to search by different categories, and there was even a search bar. I also like how you can reorganize the techs you have queued. However, both the new and the old suffer from a problem where you can queue a lot of techs, and the list goes offscreen. No way to reorganize those techs except canceling a bunch of techs or wait until

0 Replies 4,289 Views

There is a game option that disables orbiting planets. The cobalt ships that seem to produce themselves and act on their own is your planet's garrison. If a planet has garrison supply and idle shipyards, then they'll produce ships. These ships will attack planets 1 jump away. Garrison supply can be obtained by building a specific planet structure. Currently, all homeworlds start with 25 supply. I agree that there needs to be some way to give standing orders to the garrison. Ge

8 Replies 22,804 Views

This is an idea I've been toying with for quite some time. It is to allow players to design starbases kinda like how you design ships. The problem is I think starbases do poorly when they have to defend themselves. Many times the modules don't do enough for defense and are expensive to build. An example. An avenger (tier 2 missile weapon) does 6 damage and costs 8 to build. A harpoon salvo (starbase module) does 4 damage and costs 1 module and 2 antimatter. A starbase module costs 40

2 Replies 13,036 Views

I don't like repair drone bays. Too much mouse clicking. Not enough healing. Each ship that has this ship module installed gives the fleet 1 charge that can be used to repair other fleets (or even itself). Every charge needs several mouse clicks to use. If this was given a hot key to use or even the ability to use multiple charges at once, I might consider this a handy ship module. I find that designing your ships with repair bays works better. All the repair stacks so a fleet of 1

2 Replies 7,307 Views

I want some improvements to rally points. 1) They need better names, or ask you for a name when generated. Right now, they are too long so the names block how many tiles a rally point is from a fleet or shipyard. Or fit in the given space period. I find that names like 'rally point 1' are usually good enough. 2) Rally points need to be able form fleets of a chosen composition. I like using fleets with a certain number of ships, and using ships of a certain type. For instance,

1 Replies 9,086 Views

As of Tech Preview 1.5, the hold position command seems to be working. The AI needs to form fleets better. They seem eager to send a stream of freshly built ships. This makes it easy to kill them as they can't do much damage with so few of them arriving at a time. This also makes it easy to kill them if they happen to travel through hostile territory with strong hanger defense. Happens often when the planets orbit and a hostile asteroid or two becomes the only way out of their

2 Replies 5,102 Views

I have been writing down some things I've noticed while playing. Most were encountered when I was playing tech preview 1. I present them to you in no particular order. There is a bug when trying to remove multiple ships from the build queue. If you hold shift and then right click a group of ships in the queue, only 1 ship is removed. If you try this using the icon where you first ordered them, it removes 5. Its when its app

2 Replies 5,102 Views

I have not ran into limits to the number of buildings and ships I could produce. Well, not any limits not tied to the fleet logistics or planet development. I have a high end PC so I doubt I'll run into any memory or processor problems.

2 Replies 7,563 Views

I've noticed that the infrastructure costs kick in about when you start building trade ports. So I think there is a link. I've found that after I have over 30 planets with trade ports, my infrastructure costs exceed my trade income. +60.1/s vs -87.9/s. I'll be testing this more in my next game.

5 Replies 12,227 Views

Well, I find that garrison defense ships are grouped on the bottom bar, along with you planet defense structures, while your fleet is grouped in the left bar. Its far from perfect, but for now it allows you select your fleet without selecting any of you garrison. I'm on the edge of whether garrisons are over powered. I like the idea that garrisons can hold their own. However, 800 logistic (fully upgraded) points for a terran class world is a lot. Its nearly half the max fleet size. If

4 Replies 8,113 Views

I don't think the game gives you enough money to justify maintenance for most to all ships. In GalCiv 2, it was not unusual to get several thousand bc or more a turn, so most ships had maintenance costs. GalCiv 3 and GalCiv 4 are much more money tight, enough so that a few hundred bc per turn was a lot. GalCiv 3 had no maintenance for cargo and tiny hulls. GalCiv 4 is even more money tight, so no maintenance costs for cargo, tiny, small, and medium.

2 Replies 7,291 Views