PaladinStorm

PaladinStorm

Joined Member # 2578594
0 Posts 5 Replies 4,176 Reputation

I guess I need to find the faq and see what I can learn about how the combat system is really working, but it "feels" a bit shallow. It is indeed shallow - it's pretty much just matching defense values against eachother, with a little bit of probability/luck thrown in. (not unlike Civilization, really - except instead of just one type of attack a

118 Replies 33,982 Views

Whenever I use the upgrade features, it appears to me like I'm just designing a new ship. I assumed when I went to upgrade, it would open that ship design up for editing...but it does not...hmm I just delete my ships designs all the time, and use new ones each game. I'm not big on watching the cheesy battle's anyway, so my ships appearances don't need to impress me or anyt

11 Replies 9,512 Views

I tend to just trade with races fairly evenly. And say 'sure' when they ask for tech trades. It didn't take long for the trade and overall friendly manner to earn me Close relationships. However, I needed more military might to offer as part of the Alliance deal, which took a bit of work (had an utterly shitty starting point with no habitable systems nearby other than other races' home systems). Once I was strong enough to pull my weight as an ally, they all started letting me be their ally. Was

56 Replies 29,720 Views

Perhaps Earth 2150 / 2160 , or Homeworld , or Master of Orion (I absolutely loved the second game's tactical phase, and can still hear that battle music playing... ... and I also remember jumping into Antares orbit with a flee

18 Replies 14,194 Views

Well, yellow is fine, unless you're trying to get the 100% approval that gives double population growth, you really don't need to worry at all, the only time you need to start doing anything is once you're in the red. I heard somewhere that you should keep above 70% (overall, at least) once representative governments come into play (as I have not

9 Replies 6,803 Views

It might work if they restricted them like the Food bonuses. Those only go up to 300%. With good reason - it'd likely be a pain to try to keep some semblance of Morale with 8x the food production from a farm. Best farm does about 10 food, right? That'd get up to 85 billion max pop. I don't want to think of how many VRCs need to be built to keep t

15 Replies 10,233 Views

... Or how about a support ship from the first Homeworld? Those could handle the logistics of 10 fighters and 4 corvettes far from the mothership before carriers could be fielded.

118 Replies 33,982 Views

I've done the research on Goa'uld personal shields, and they actually defend against anything so long as they move within a certain range of speeds, because, as I've read, they use 'oscillating' shields. If something moves slow enough or fast enough, it can penetrate the personal shields of the Goa'uld. Shields in Stargate, much like in just about every Sci-Fi universe, are worn down as they take hits, and let through only minimal damage - either that, or the shields block the shot comp

19 Replies 13,323 Views

ays seem to get free logistics This is because the Logistics is more-or-less hardcoded (as hardcoded as race statistics ever are in this game), and cannot be modified with the Ability picks. Neither can Miniaturization, for that matter. There's a few others I've seen not being included in the Abilities menu that show up in the Overview tab. <

21 Replies 14,951 Views

Well, all I'm saying is that to add carriers would require a serious rebalance (likely the pain-in-the-ass that the devs want to avoid). I'd rather see weapon mount sizes come into play for tactical reasons and the size of the hull being factored in for how easily they can be hit before carriers get involved (which would likely be something to consider for a GalCiv3).

18 Replies 14,194 Views

Aye, I've seen this during a game started during version 1.2. My mini-freighters wouldn't be destroyed, but they wouldn't move, either. They'd be 'stalled' in their route. I suppose this can be exploited in its own way, as if they're 'stalled' at the furthest end of their run, it would sit them at their highest trade value, right?

4 Replies 1,526 Views

And while the game's combat is pretty much equivalent to Civilization's (that is, basically just Defence and Offense ratings being measured against eachother), I don't see them making much of a fundamental new aspect of gameplay unless they are used akin to Artillery strikes in Civilization or something. Otherwise, they're really not much different from missiles.

18 Replies 14,194 Views

I use this equivalence Tiny= Corvette Small= Frigate Medium= Cruiser Large= Battlecruiser Huge= Dreadnought. ... That may actually be more accurate, especially considering at least the Altarian Tiny and Small hulls - I haven't worked with much beyond Terran and Altarian hulls, so I'm only clear on the fact that Terran Tiny hull

18 Replies 14,194 Views

Well remember that you can make ships (visually) much larger than the base hull, usually fighters look like little dots compared to my huge ships. This is true... but the fact remains of the Hull capacity (which can be interpreted as the Hull's true size) does not change no matter what you add to it. <TABLE cellpadding=8 width="95%" alig

18 Replies 14,194 Views

This came to mind only fairly recently during the back and forth on the matter of Carriers for future GalCiv games or even being implemented in GalCiv2 somehow. It is merely an analysis of the 'logistics' (not in terms of Logistics in GalCiv's mechanics, necessarily) to support carriers. How big are the fighters in comparison to the capital ships in this game? Has anyone bothered to think about this with respect to this subject? A Huge's base size (and the size that the Miniatu

18 Replies 14,194 Views

With a good trade stratagem or enough 'good' moral choices, I don't think the Yor starting out as evil particularly balances out anything. It could be reversed, and meanwhile the Iconian Refuge could easily push themselves into evil by making a few 'evil' choices. With respect to ethical choices during the game, Good choices often give severe pen

11 Replies 6,119 Views

I've noticed that if the 'hard-coded' (they're not really - I can easily mess with these stats) race attributes are different from the options, they do not count at all towards or against the available points. And, as soon as you do try to allocate points to it, it does undo the inherent bonus. I've just gotten the idea that I shouldn't mess with abilities with 'inherent' bonuses, and only work with ones that actually match up with the option values. But it would be nice to be able to s

11 Replies 6,119 Views

So really, what is the "entirely new level of startegic and tactical nuances"? It's pretty much the same as putting a bunch of fighters in a fleet, except they have more room for weapons, obviously it unbalances the game, fighters are already practicly an exploit. I'd more blame this on the fact that the 'capital ships' aren't immensely larger th

118 Replies 33,982 Views

Morale resources are independant of stock exchanges or any other morale buildings. That's why people are saying it is far more effective to build a dozen constructors and get a 44% morale bonus on every planet than spend the same amount on morale buildings that give a 5% bonus. ... Perhaps Anton meant Morale bonus tiles? But I suppose the point r

121 Replies 29,168 Views

Even the name is convoluted as it expands the hull rather than shrinking the component's size. It had to be this way since reduction in module sizes would be lost in rounding. Calling it Hull Expansion would have made more sense. ... or maybe it can be interpreted as the extra space coming from various internal components and systems that come wi

12 Replies 3,846 Views

Hell, any aircraft tend to dominate. Stealth Bomber in that game is a pain to be on the receiving end. One session I played, it went on for so long that eventually Wonders ceased to exist, because the AI opponents would just destroy them with bombing runs and repairs could not be effected swiftly enough. I started to setup AA guns around them, but it just didn't do enough and once they had stealth bombers, the ground defences couldn't do anything. I had to get my own fighters up into th

118 Replies 33,982 Views

Perhaps download the manual patch onto one computer, put it on a removable media (flash/USB/thumb drive, floppy disk, external HD, etc), connect the removable media to the laptop, then copy the file onto the laptop? I figure there must be a way to network the laptop to whatever computer you are using to post here, too.

6 Replies 2,387 Views

Hmm... interesting... though, if I understand how invasion works, you technically fight against the entire collection of inhabitants on the world and, once you succeed, your invasion force becomes the new citizenry. I suppose there are the instances where you use 'Information Warfare' to convince the unhappy citizens of the defending empire to join your side... But for the most part, it appears you kill off the current inhabitants and replace them with your own people. EDIT: Regardless

10 Replies 13,512 Views