rls669

rls669

Joined Member # 2826421
0 Posts 4 Replies 324 Reputation

Having an initial grace period for disposable ships -- say 10 turns free maintenance then add 10%/turn until full maint. is reached -- might be a decent compromise. You wouldn't be forced to put fast engines on 1-shot disposable ships, but you'd still be penalized for hoarding them for blitz tactics.

37 Replies 13,023 Views

[quote] But the Yor economy, I hear, is broken.[/quote] I can't speak for difficulties above Painful, but I'm not having any trouble with the Yor economy. The Efficiency techs are cheap enough to max out early, and with the charging stalks and the various population growth techs the Yor have you can easily build up a large population and tax base. Acquire any of the standard economic buildings and money becomes a total non-issue.

13 Replies 6,895 Views

[quote]Another add on to this could be a "fleet discount" modifier. Ships in fleets are relativly close together, theoretically it would require less resources to supply them all than if they were seperate ships. [/quote]Excellent idea. How about a fleet maintenance module that reduces maintenance costs? Have them in several levels like warp bubbles. Ooohhhhhh, I like it. :CONGRAT:

37 Replies 13,023 Views

In my last Arcaean game I had a bunch of small, poorly located planets with nothing but Cathedrals on them. They could just sit there, generating a bit of tax income and research . . . and making my soldiers cut through the opposition with contemptuous ease.

13 Replies 6,895 Views

[quote]This is simply because I find it far more engrossing to fight epic battles when the ships involved have a bit of personality and of course a chance to appreciate my own handy work. [/quote]I'd be more interested in custom ships if there actually were epic battles in the game. But watching ships float around aimlessly while the computer grinds through dice rolls doesn't appeal to me.

40 Replies 16,213 Views

[quote] Hi! The ONLY time I've put a piece of jevelery on my ship was when I've ran out of hardpoints to fill remaining space on a huge hull with ultimate missile defenses. No jevelery matters for me, because I play 99% of time in strategic (icon) view mode. [/quote]This is my opinion exactly. In fact, I wish there was a function to automatically add one of the extra bits if you run out of hardpoints with space left on the hull so I wouldn't have to e

40 Replies 16,213 Views

The possibility of getting the Thalan Hyperion Starbase modules working is a big deal to me. Plus, given the feedback I think the Thalans will be getting some [I]major[/I] tweaking.

39 Replies 12,068 Views

[quote] Anyway, I agree that minor civs should return to their homeworld rather than be forced away from it when war breaks out under the neutral ground law. I just don't agree that the current behavior is a bug. [/quote] Bug, design flaw, oversight, unintended consquences . . . whatever label you put on it, it's still something that needs to be changed. :)

21 Replies 6,224 Views

[quote] if they are going to put in an adjuter for that then none should also be an option for those who play without superablities on, and would like to not worry about the different atmospheres. [/quote]Sounds like a good idea to me.

12 Replies 5,302 Views

I'm playing as the Korath now and most improvements I can't build are destroyed. There are exceptions, biosphere modulators, interstellar refineries, central mines . . . basically anything you can't decommission if you build it yourself. It's always been like this whether using spores or normal invasion. Same thing for civ capitals, you've always been able to keep them if captured.

8 Replies 5,730 Views

Use the Symmetry modifier to do this while modelling, there's a mirror command as well to duplicate an object and mirror the duplicate around the x, y, or z axis. Can't remember the exact name right now but look for mirror in the help file.

2 Replies 2,073 Views

[quote] This might be good, but changing this would give the civilizations with the ability to colonize some of those planets from the get go a big advantage. [/quote]So anyone concerned about that could leave the setting on normal and not worry about it.

12 Replies 5,302 Views

[quote] One more Planet type.. something very hard to research the tech for, and will take way longer then any of the others to research. [/quote]On a related note, I'd like to see an option to set the proportion of extreme environment planets for a game -- something like "Extreme Environment Planets -- Low, Normal, High". It would be interesting to have a galaxy with many habitable planets, but most of t

12 Replies 5,302 Views

[quote] Also (and this may be intended, I don't know), it doesn't appear that planets captured with spore ships lose buildings that I can't build. [/quote]What version? I should play a game to have fun with this before they fix it :)

8 Replies 5,730 Views

[quote] What about the summary screen? [/quote] Which one is that, can you be more specific? If you mean the one in the civ manager, it only shows civ-wide bonuses not planet specific ones. There was no change in the planet's production stats after the UP resolution; the prison has since been switched to another planet after another UP vote, also with no change in my production.

16 Replies 5,557 Views

Wanted: global setting to turn off auto-upgrade of farms. I'd like to be able to research (or steal) the advanced farming techs to get the pop growth bonuses with having to go through a hundred planetary governor screens to disable auto-upgrades -- especially when I [I]do[/I] want most things to auto-upgrade.

382 Replies 109,370 Views

Also, the more people beta testing TA, the better the final product will be. Though as I've said, you'll probably lose your taste for the earlier flavours of GC2 after you play TA.

14 Replies 4,180 Views