[quote]To paraphrase one of the technology blurbs in the game: Space is big... really big. Even in the realively modest confines of a solar system, a non-hyperdrive ship is going to have a hard time delivering its impressive package of weaponry if it is in orbit around Earth and an enemy ship pops in out of hyperspace, say, at just halfway between the orbits of Earth and Mars. That non-hyperdrive ship could start steaming its way to the offending ship and would get there at sub
econundrum1
[quote]Personally, I'd be satisfied with some kind of adjustment that lessens (Or even removes, though that'd probably be too much) maintenance costs for ships in orbit around planets. That would allow you to have a standing military without throttling your economy, but if you tried to actually go invade another empire with those ships your economy would have to be prepared for the additional burden. [/quote] I do think that a reduced cost for ships in orbit is a must and logical s
[quote]I like the invasion tactic suggestions, but I'm pretty happy with the beta even without any changes other than what they're proposing. I've got one big problem, though- whenever one of my planets is invaded, the game crashes. And I was looking forward to the new invasion screen so much! Has anyone else noticed this, or i
I was thinking in most games I design one or more small ships to defend my planets, they are designed just to stay in orbit and fight of invasions. It occurs to me it would be nice if there was a cheaper hull type at each level that had no default movement points but was cheaper to produce and maintain, (since they’d always be around the planet. Or if they adjusted all the space and costs on a ship so that if you put no engines on a ship it was considered to have only non-hype
[quote] A. Orbital Bombardment is done by non-transport warships. B. Ships CAN NOT bombard a planet with defending ships in orbit. That is, like transports, ships must attack and defeat defending ships first. C. The amount of damage done by bombardment is determined by the amount of damage points the ship/fleet is capable of. That is, a ship with more weapons, OR a ship with more advanced weapons does more damage when bombarding. Another example being that a fleet armed wit
Yes some good point there Elleron, not sure how hard some of them would be to implement. Will we be able to implement new invasion tactics with the editors I wonder?
Can't say I've ever seen someone loos 1200bc a turn in the early game, you must be doing something very wrong. Straight of the bat though in that second picture loosing 7 bc a turn with 67% production and 33% taxes (pretty low) seems fairly normal and to be expected.
Really, sorry then I remembered it saying Population Growth, my bad.
Spending points to be Creative really helps their 70 turns to research a tech...ha, more like 5 if your creative.
As far as I know it's the growth rate not the cap, that always seemed clear to me but I haven't actually checked the growth rate does increase but the cap doesn't. Why do you find it so unclear?
I think maybe ship maintinance costs should scale with Galaxy size as the number of ships you need in an immense Galaxy rises exponentially because your covering so much more area. Also I think maybe the new costs are a little too high at the moment but the problem is worse the large the Galaxy. I do think keeping a stable economy should require some thought, effort and balancing with other activities. The main trouble is that some races have more and better sources of
Sorry I didn't mean that they desperatley needed to fix the TODO thing in tthe hotpatch, was actually just thinking that maybe compiling a list of them would be helpful as Loupdinour said. Kind of just thinking aloud.
[quote]From quite some posts it seems AIs are immune to those changes (e.g. reply #15). I wonder if AI still plays by the [/quote] I doubt their immune, but on the higher difficulty levels they get a substantial economic boost which will help them maintain more ships than you could. I do think the costs may need a little rebalancing but before there was just too much money in the game generally and the conomy presented few challanges to a semi-competent player. An
[quote] was also wondering that when we destory all the troops at one of there flags, shoudl our guys not move over it, otheriwse when you get to the end, our troops are shotting at each other from one side of the planet to the other side, not very good really.[/quote] Umm...so far no one has tried to invade me, (I'm playing on a fairly easy level just to try a few things out). But I can report I've never had the crash when invading anyone else, although I did notice that the bar f
It would make sense since apparently this bug is fixed in the next beta already and is just not released. But who knows sounds like most of the stardoc team are busy else where this week so we could be out of luck. A mini-update would I'm sure be appriciated by all, even though I haven't run into the crash yet myself. Incidently I notice a lot of tech in the last couple of releases just say TODO in the description.
[quote]I sincerely am hoping that in the final release .you will have adressed the following minor problems that detract from my "fun factor" #1 anomolies : by this i mean respawning anomolies are good. but at least make the A.I want to build survey ships throught the game and not just in beginning ,,anomolies part 2 ..... the +25% to a tech bonus must be replaced by A pre set tech point bonus .. this prevents you from getting a huge tech advantage. because simply put 25% of u
I agree now that the default tech tree contains all possible technologies the minor races need a minor race tech tree instead. Also I hope custom races in the final release can choose any technology tree including a custom one made with the editor or any other races tech tree. As far as the economy is concerned they may have gone a bit far with rebalancing it but I think mostly people just need to change their tactics to deal with the more stringent economic climit in this rele
The Korx play much better in small densly populated galaxy situations than very large maps with only a few opponents, why beacuse most of their strength is in trade an war profiteering, so if wars are rare and/or it takes a long time to find other races they are pretty weak.
[quote]That's true, but Freedom Force was totally a CD. I'd only had the thing for 9 years. If it worked for 9 years, why not 9 more? I am getting some really long load times with GalCiv 2 now - I haven't tried TA, just DA. I suspect it's due to having 1 gig of RAM instead of 2, but I miss the almost instant game starts...why can't Best Buy open right now? And yeah - I love science fiction 4X games. I played MoO2 right up until GalCiv 1 came out (and MoO3 was so
[quote]Since I have a 64-bit machine, but only 2 gigs of actual RAM, I decided to see how long my system could support a game on immense (5 AI opponents). It turned out to be about 3 hours of actual play before the game itself crashed. The fun part was how my machine kept trying to reboot itself over and over until I removed one stick of RAM. Now it seems to work fine, but I had no idea the game could overheat things enough to damage anything. I did e-mail the smartexception fi
I think you'll find there was more than one bug that could cause the End of Turn button to vanish, They've fixed two in that last release but it doesn't mean all the possible causes have been fixed, but it should happen less often depending on how often you do the things that still trigger it I guess.
[quote]I think it's pretty petty to be bitching that SD isn't putting in enough time on this game to make all your little xmas wishes come true. Yeah, I'm bummed to not see the new races, and the lack of Korx trading fixed, and.. and.. and.... But COME ON! It's a freaking BETA for F's sake! Dates slip, sh*t happens, we all get over it. If the game isn't playable right now under some circumstances, that's really unfortunate, but IT'S A BETA! Let SD have half a holiday, and let's at least hold off
[quote]My one beef with the UI still exists, which is that the Turn button is too close to the mini-map. I don't know how many times I have accidentally ended a turn while trying to move my view to a spot on that edge of the map. But honestly, this is an extreme nitpick; the expansion looks awesome and I'll certainly play way too much of it. [/quote] Really? I'm not taking the mick here but I can honestly say I've never once clicked the End Turn button while trying to click on the
[quote]This is INSANELY cool. Question about Tech Tree editor: Does it allow one to make COMPLETLY new tech trees or just edit the old ones? You can make new tech trees from scratch. [/quote] You can also use it to edit the 12 existing ones.
I have to say I had no Financial problems with the Yor, The Korx actually gave me the worest financial woes in the early game until I established trade and got a few wars going.