[quote]Number of spaces I mean is number of usable spaces or hard points not the jewels.[/quote] I think we should keep the aesthetic portion of the ship design as is (with the possible exception of changable numeric values for the rotation and scale controls, alternate "base" locations for extras, color-changing hardpoints, and dummy weapons and modules included by default. See https://forums.galciv2.com/334967 for details). O
Scoutdog
Did you mess with the XMLs themselves? Also, although I have not played around in this area much myself, I believe that it is possible to create "invalid" maps and scenarios. If, for example, you set the scenario to have a win condition involving taking a planet, but don't have the planet name matching the planet on the map, you will crash the game.
[quote]why his job is to respond he doesn't even go into the office.[/quote] I don't know. Kryo just seems to be on the forums a lot. No idea what his (her?) actual position @ stardock is...
That would have to be it. Only thing that makes sense. Did you check the diplo screen to see if they have any credits?
[quote]I know just trying to get a comment out of them like jump in the lake or something.[/quote] I have noticed (perhaps b/c they are busy making Elemental) that the Stardock people have generally decreased their level of activity on the forums. It's almost impossible to get a response out of Kryo anymore.
If you want to get astronomical about it, there is a slight problem with the entire "galactic" part of the game: an immense map has about 300 stars, give or take. The small magellanic cloud, a tiny galxy by any definition, has over two million stars.Although a two million-star-map would be nice, I don't think we will be getting one anythime soon. Therefore, I think for realism purposes, it miiiight be a good idea to include something in the storyline about hyper-drive being restricted to only
Supposedly in 2 years. Although I'm not entirely sure. Most everybody at Stardock is focused on Elemental @ the moment, but they keep dropping hints that GC3 might actually use the Elemental engine...
It's just an artefact of the mapeditor. Nothing you can do about it. Sorry.
So, it is just a blank brown ball, or does it have some sort of texture?
It is on the options screen, graphics tab. Under "performance options" uncheck (or check) the box that says "disable planet surface textures"
Are you playing with planetary textures disabled?
I guess you're right. This system will be nearly as screwed as the current one. However, it seems that the problem is in the specific numbers as opposed to the actual idea: with some new numbers, it MAY work.
Nice. I love the weapons-type system. I think we should also have slots for "civilian" modules like colony domes and starbase constructors. That way, we would have different TYPES of ships, instead of just different classes. Strike ships (mostly engine & weapons slots) shieldships (defense slots), civillian ships (civvy slots), and "fleeters" that have little defense or attack on their own, and instead focus on utility modules. You would need to protect these ships well, because they
[quote]a tier 1 ship can have just as much firepower as a tier 7 ship.[/quote] A Tier 1 warship would have the same firepower as a tier 7 COLONY SHIP. I think the tiers are significantly seperate in terms of differences.
I like the tier idea, but it woyukld need something like cargo hulls that only have "utility" slots.
How about this: you not only can't do anything, but you can't change autopilot destinations until you get there. So, if a big ship gets in your way, you have to wait until it moves (if it's friendly) or get clobbered (if it's not).
I like the idea of non-combat ships being able to break range. In fact, it might be a good idea to have it so that all ships can break range on AutoPilot, but you cannot attack, invade, maybe even colonize or construct while out of range. As for chess... you can learn the rules in an afternoon, but learning how to USE the rules, how to use the strategies, is much more difficult. However, I think all of use can agree that GC2 is more entertaining than chess. It is also more complex. Thus,
Good points. Maybe instead of no maintenance, have it be, say only 25-50% of max. Also, I see this feature as something like rallypoints: not TERRIBLY useful or important, but it takes 5 minutes to code, and it doesn't hurt anything, so why not put it in.
Here is a thought: you should be able to "turn off" improvements. They would not produce their benifit, but you would not have to pay the maintenance. This would be useful if you took a planet with lots of imps your economic infrastructure colud not support (say, someone else's reserch world), and needed some time to compensate.
I am currently attempting to create a mod that makes the AI reserch a bit more like a human player. Since I plan to upload the mod once this... stupid... GLITCH clears up, I would like input from other players on their research strategies. It would be great if some of the more dedicated players (or anyone, I'm not picky) would tell me a bit about their tech strategy. UPDATE: The original question is not phrased very well. Basically, what I want is for players (the more expreianced the
[quote]Matter of perspective or interpretation... all i know is that Pioneer II is on the rim of our solar system waaaayyyyy beyond Pluto and we'll soon loose contact with it. And i'll bet its onboard batteries are depleting too.[/quote] Pioneer did not have ramscoops or solar panels. The fact is, it does NOT seem unrealistic to me that in a few hundred years, we will be able to build space craft that,. although not technically self-sustaining, would not have to return to an inhabited
Alf, a simpler game is NOT always a good thing! If you just simplify until there's nothing left to simplify, you get Pong. The way I see it, it's about finding the right LEVEL fo complexity, not lurching to one extreme or the other.
[quote](a--) Surface spies could *also* be brought in by Transport (maybe some specific espionage modules; XW06A has LandTanks & Saboteurs for example) while you aim for an indirect pseudo-Invasion tactic that in fact become a spying task or Mission; such as sabotage or outright demolition. As another layer of the usual roll dice based on Soldiering ability but WITH the Espionage Ability & its theoretical eps vault mentioned earlier.[/quote] I have to say, that doesn't make a
It should, but there's still the fact that if you are in the leed monetarily, they probably would not try to pay you, as they have nothing you want and I think they actually know it.
Here is something that would either make the combat system better or REALLY screw it up, I cannot think of what @ the moment: Combat directives. Before you entered combat, you would have a pop-up that allows you to select which "personality" your ship would follow. Some of these may be deleted and some could be added to/changed, but here is a basic list. The attacking ship would have these options: Standard: A regular attack similar to what we have now. <