joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

[quote who="trims2u" reply="5" id="3485807"] In our world, agriculture is one: those civilizations that had agriculture didn't just dominate, they exterminated in extreme rapidity any society that they ran into that didn't. [/quote] This isn't particularly true, assuming that by 'agriculture' you mean crop farming or other similar forms of agriculture which resulted in relatively permanent settlements. The Huns and the Mongols were largely nomadic peoples

7 Replies 4,846 Views

[quote who="parrottmath" reply="59" id="3485943"] you know i still dont get this 1 lightyear is just shy of 6 trillion miles why would you ever want to make a trip take 60,000 times longer? [/quote] [quote who="parrottmath" reply="59" id="3485943"] I would call that a typo in the gal civ 2 database. Switch out 10 million to be 10 trillion and then it is better, but only slightly [/quote] While it is more common for the statement "A seems like B" to use B a

87 Replies 224,888 Views

[quote who="Axe99" reply="38" id="3485335"] it seems like one of the problems is that planets can't defend themselves. Maybe make it possible to build defensive installations on the surface, which can handle a small garrison fleet/early ships, but not a proper invasion fleet, which can be rebuilt if destroyed. [/quote] This isn't really all that much of an issue if the invasion mechanics work out to a similar balance to that seen in GCII. If you can secure control of

87 Replies 224,888 Views

[quote who="androshalforc" reply="16" id="3484788"] if i have a cloaking system that defeats x-type sensors mearly adding more x-type sensors should have little to no effect so the detected within x range makes more sense to me [/quote] Real-world and realistic stealth systems do not render a vehicle completely invisible to a form of detection, they make them less visible to that form of detection. The Northrup Grumman B-2 can still be detected by radar, it's just more d

20 Replies 107,236 Views

I don't feel strongly one way or the other about seeing a stealth system added to the game. I will however say that any such system ought to be kept simple. [quote who="EleventhStar" reply="9" id="3483536"] 2) Stealth modules weight about as much as a engine module and are difficult to stack without sacrificing other stuff. Each tech level of stealth reduces detectoin range. tech level 1 means you can be detected from 5 hexes away, tech level 5 means you can be detected from

20 Replies 107,236 Views

You may be able to secure an alliance; I think, though I am not certain, that alliances allow free movement of armies through your allies' territory. Another possibility is to go to war and cut Pariden down to, for instance, a single city and no Monoliths rather than destroying Pariden outright (although this has more or less the same effect, as a single-city computer faction is more or less out of the game if everyone else has many cities).

5 Replies 13,134 Views

If you want to delete the entire custom faction, then you have to go to the Legendary Heroes or Fallen Enchantress folder in "My Games" (depending on whether you're playing FE or LH), and delete all the files you find in the "Race," "RaceTypes," and "Units" folders. You may also want to delete save games so as to avoid having a game where one or more factions in the game no longer exist. If you have cloud synchronization enabled, you will need to do this while the game is running,

13 Replies 40,554 Views

[quote who="Bellack" reply="16" id="3483319"] I like it to. It allows for more customization. [/quote] The system proposed does not actually permit a greater degree of customization than a system with a universal pool with a similar number of points to play with. Under the system proposed, I have no way to trade engine space for weapons, life support, sensors, et cetera, beyond whatever fits into the 'universal' slot. As a result, there is no trade-off to having at l

20 Replies 52,096 Views

[quote who="Chibiabos" reply="10" id="3483462"] Homeworld and Sword of the Stars, for two. [/quote] I don't know about Homeworld, but in Sword of the Stars it's only particularly easy to move ships or fleets to or from specific points (the planets, or systems if you prefer, and any ships or fleets in deep space on the map). It was a bit more convoluted to get a ship to an arbitrary point on the map for purposes such as parking a deep scan vessel in deep space to watc

18 Replies 28,149 Views

[quote who="charon2112" reply="25" id="3483527"] It always bothered me that the Korx were evil. A trading race should really be neutral, willing to trade with both sides as long as they make money. [/quote] I rather suspect that the Korx were generally willing to trade with anyone they could; it's their ethics and/or morals that placed them into the evil category, not their trading partners. They're described as being willing to do just about anything for money, whic

32 Replies 116,585 Views

[quote who="abob101" reply="12" id="3483390"] I tend to agree in principle, I just think it's too easy to stack init bonuses currently. [/quote] True, but that's an issue of Fast (2) + Impulsive (2) + Aura of Grace (1 to 6) + swords/spears (0 to 4) + non-plate armors (-2 or 0). Fast is just the tip of the iceberg there. If the computer were using the kinds of troops that the player was using, instead of stacking initiative penalties with full plate + clubs and not ta

14 Replies 32,865 Views

[quote who="DARCA1213" reply="27" id="3483037"] And in a 11 vs 10 joeball123 at least four would survive in ok condition because the first enemy would die 50% faster by being double teamed and the factors would multiply for every enemy destroyed and friendly ship being added to the friendly firing pool. [/quote] Not necessarily true, DARCA1213. If, for example, both sides consist of ships which are each capable of destroying 1 enemy ship per round, then in a 10 vs 11 situati

46 Replies 167,843 Views

[quote who="abob101" reply="8" id="3483256"] Fast just has to be tweaked I think, if it was less obvious it would bring a lot of other stuff more into play. Like if it was only +1 Init and say 10 production, straight away it wouldn't be quite a much of a no brainer. [/quote] Personally, I think I'd sooner see it have a drawback like -10 accuracy than have it be cheaper with a lower bonus. Another alternative would be to make it a 'first turn only' bonus like

14 Replies 32,865 Views

[quote who="cardinaldirection" reply="3" id="3483120"] Good post joeball. Thank you. So many of your posts would make wonderful additions to the Wiki, should you ever feel like contributing. [/quote] If you would like to add them to the wiki, you are welcome to do so. I'm not interested in editing webpages, however.

14 Replies 32,865 Views

One last thing before I forget, just to specifically address the concern in the original post about Mage champion damage: Yes, it's true that the various staffs/staves with spellcasting bonuses have much lower base damage than the high-end bows do. However, this does not matter. Take, for example, the Staff of Souls. If I recall correctly, this staff has an attack score of 4, grants 3 mana per kill (though I think only in melee), and offers a 25% damage bonus. Let's say that I

14 Replies 26,187 Views

As far as reducing the number of clicks when managing late-game fleets goes, it'd be nice just to be able to select all the ships in a tile regardless of whether or not they're in the same fleet and issue the same order to all of them at once, and GCII already had the beginnings of the necessary functionality - you were already able to select a stack of ships and select multiple ships or fleets within that stack, you just weren't able to issue a single order to all the selected st

46 Replies 167,843 Views

[quote who="dmjung" reply="23" id="3482981"] I'm not sure the massive fleet is indestructible and running wild scenario is necessarily true. [/quote] While it is true that you probably cannot just have one massive fleet, there is a significant advantage to be had from allowing one side to gain numerical superiority. Ever go into a GCII battle with numerical superiority against identical enemy ships? The loses are not 1 for 1; the casualty ratios favor the side with the

46 Replies 167,843 Views

[quote who="Fallenchar" reply="8" id="3482912"] as Life magic has heals and a powerful city enchantment. [/quote] Death also has a powerful city enchantment, it just comes later and is arguably stronger. Pit of Madness for +1 research per essence at the cost of -1 growth is very, very good; its only weakness is that it comes at Death 4 so you need, at minimum, a level 7 champion with Death magic to cast it. Aura of Vitality is nice and can provide a sizable bonus to base hea

14 Replies 26,187 Views

Well, there's the Zealot trait (+3 initiative, -1 HP per level) available to Wraiths if you're willing to train troops out of an Infirmary Fortress (grants Endurance I trait for +1 HP per level to units trained here). As for why I say 'out of an Infirmary Fortress' - Zealot + Wraith Blood means you have 0 HP per level. Adding Endurance I from the Infirmary to that brings you back to +1 HP per level. Zealot + Fast gives you +5 initiative, which is a little better than Fas

14 Replies 32,865 Views

Do you have a preference for Kingdom versus Empire? Strategic casters or tactical casters? What type of mage do you want to play? How much versatility do you want said mage to have? A custom Mage sovereign should probably have Brilliant and Tactician; at the very least, the experience bonus from Brilliant is worthwhile, and you can never go wrong with more initiative. You should perhaps look at the spells available in each path and decide what you want to play with, rather than having

14 Replies 26,187 Views

[quote who="trims2u" reply="21" id="3482788"] And, well, if it's the law, then... [/quote] ... they can get court injunctions against illegal increases in sea level? Or maybe sue those melting ice caps for illegally dumping water into the seas? Let's go get some lawyers; if the sea level has to pass through all that red tape before it can rise it'll never happen, right? In case it's not clear, the above is meant to be funny rather than

22 Replies 84,003 Views

[quote who="trims2u" reply="12" id="3482780"] I could care less about that, but, if in fact each ship does only represent one ship, then either we're getting MASSIVELY ripped off in the cost of small/tiny ships, or an INCREDIBLE discount for Huge/Massive ones. [/quote] While I cannot speak for whether or not it's a rip-off, I would point out that the published figures for the cost of the US Navy's Nimitz-class carriers run at about 8.5 billion dollars [1] while t

46 Replies 167,843 Views

If you're using a spellcaster, why are you using basic attacks? Spells like Flame Dart and Kill typically greatly exceed the single-target damage potential of any weapon; spells like Blizzard and Horrific Wail can kill armies with one or two castings. Overall, if you're using a spellcaster to perform basic attacks, you aren't using the caster correctly. There are a couple of staffs that improve spell damage or spell mastery or reduce spell costs, and daggers provide an ini

14 Replies 26,187 Views

[quote who="dmjung" reply="6" id="3482714"] Has the potential for adding new strategies and twists to the game [/quote] Yes, you know what that strategy is? "Beat this stack of 10,000 ships now, sucker!" Moreover, while it is true that the people in high-level government offices are rarely directly involved in the logistical side of how you're actually going to organize and support a fleet of 7000 ships carrying 160,000 invasion troops off the coast of Normandy and land

46 Replies 167,843 Views