Theoretically the lasers in-game are already wave weapons. They fire a beam at red light wavelengths... EDIT: Just because something isn't vibrating doesn't mean there is no sound wave present Maybe I'm not understanding you, but...er...yes, by definition of "sound wave," that's exactly what it means. Sound waves are vibration in a mediu
KleinBottle23
So your taxes are low and your planet has a reasonable population? Odd. You shouldn't have any morale issues with that. Researching up the Entertainment branch will boost your basic morale even if you don't build any entertainment strucures. So will morale resource mining bases. Certain trade goods will, too, but those are a ways down the tech tree.
While we're at it, we should add nukes, knives and sharp sticks. Given that the existing three weapons function exactly the same way, I'm not sure how a fourth type that isn't substantially different would add very much.
Yep. That's also why I do it.
It's been possible since at least 1.2. I remember one particularly vicious campaign where the AI fielded freighters with ~150 points of weaponry (albeit with several military resource bases, thank heavens).
It might work if they restricted them like the Food bonuses. Those only go up to 300%.
Why assume that fighters take up the same amount of space on their host ship as their free space? For that matter, why assume that the fighters even have to be carried? I envision a large module that extends the host ship's drive field to any Tiny ships in its fleet. This would make it more like a seaplane tender than a full carrier.
Since ship scaling is currently implausible as it is, I'm not sure why this should be a deal breaker. Homeworld wasn't really proportional, either.
That's more or less what everyone has already suggested already ad nauseam. On the plus side, it means a lot of people would agree with some part of what you said.
Wait. Is it possible that you're upgrading all ships of a class at once? That could potentially put you in huge debt and that would cool your economy substantially. If that's what's happening, then just build new ships and retire the old ones or use them for cannon fodder. Maintenance costs really aren't that high, as was noted above.
I reformat this gaming/graphic design machine regularly too. Mostly because I'm constantly upgrading or tweaking something and I'll tell you what... nothing gets peak performance out of a system like a clean install of Windows and the latest drivers. That's the real reason for regular reformats. It's your lookout, of course, but I have to ask: ho
Two maxed out culture starbases is often enough to do it for any planet less significant than a capital. Are you sure your influence was less than 4x native influence?
lots of very detailed stuff above I'm impressed that anybody did the work to flesh the idea out, and GoblinCookie definitely gets mad props for doing it. However, it also illustrates the problems that implementing religion into the game would have (and I say that as a person for whom a religion is a substantial part of my own life). <TAB
On a related note, I've always found it funny that the AI always seems to pick any crappy little planet as their next capital. You'd think the class-19 economic paradise would be a better choice than a barren class-6, but evidently not in the AI's eyes.
Well, unless they nuke everything from orbit as the only way to be sure. In all seriousness, though, static defenses do presuppose a 2D attack. You can't exactly build a wall to keep orbital bombardment out. You could basically release a steel telephone pole in orbit (with minor fins and guidance systems) and let gravity do the work. The amount of armor penetration you'd get from that would be al
For game purposes and simplicity, religion and philosophy are combined into ethics in GalCiv 2. It's difficult to assign (and justify to irate practitioners) the precise advantages and disadvantages of a given religion as they pertain to game purposes. If they did it with existing religions, it would be immensely controversial, and would provide no advantages beyond the current system. If they made up religions, it would be harder on the player---"okay, I've never heard of X or Y, so wh
WRT Frogboy's original post, GalCiv is a superb single player game, and Dark Avatar is intended to build onto that. Grafting in multiplayer isn't necessary, or, if common sentiment is any indication, even especially wanted. Tactical combat would be nice, but, as has been noted, replacing the entire combat system of a game is for a sequel, not an expansion pack. What it can do is (believe it or not) expand existing game mechanics. And it sound like this is exactly what they're doing: esp
I've done it before. Keeping all the minors alive makes for an interesting personal goal, especially since they like to declare war on each other. One time this got me into a WWI-type situation as the near-defeated race I defended them from turned out to have a lot of allies.
When I first read this, I just assumed "eh, bigger ship." But Sweet Georgia Brown, that's a lot to cram into a Small hull! Even with max miniaturization, that's still about 1.5x as much stuff as I'd expect one hull to carry.
Agreed. Star Trek Armada had something like this, and it was great fun to see a ship get completed and assigned one of your custom names.
I must say that I still disagree, but I like the way you think. I'll focus my comments on point defense technology, since that's what it ultimately comes down to: what's the best way to deliver a warhead that won't get shot down? First, a 50 KM beam weapon seems unlikely, especially one capable of tracking a small target. I'm to tired to do the math now, but modern weapons have a power range of a couple of hundred kW and a range of 5km. (Rather lame of me, especially after you
Huh. I've gotten decent deals on obsolete weapons. Usually not spectacular, though. Try trading weapons for other stuff. The AI seems to be more willing to part with non-weapons tech than cash (fools!).
Those changes are simultaneously surprising and interesting. I suspect they'll be a boon to the AI, since humans generally use their population better (invasions). Farming will also be more useful, which will mean more researching and, consequently, less research time available for other things (e.g., weapons). It's probably more realistic, though, since I can't imagine a real planet with 90 billion people on it and nothing but entertainment parlors. <img src="http://images.stardock.com/gc2/T_DL
They're generally best used early to midgame near your own worlds. Their power is their ability to amplify your own ships' attack. They can also be used to speed up your ships slightly and slow down those of the enemy.
Lots of us would love such a thing, but as ElMambo noted, it's a lot to expect from an expansion pack. GalCiv III is probably the likeliest candidate for such a thing. It is practically grafting a light version of Homeworld into the game, after all.