Scoutdog

Scoutdog

Joined Member # 3256839
4 Posts 7,928 Replies 1,243 Reputation

What exactly happens when you try to move in to attack? Do your ships simply not go into the square? Or do they go there but just go on top of the raider?

27 Replies 70,176 Views

[quote]You could also have a Space Shark Scent Unit module: it would make the Space Shark chase you around (like catnip to a cat), you could then lead it into enemy territory, destroy your own ship, and let it go wild on the enemy.[/quote] Actually, a better way to do this is to have the module make the shark follow one square behind you w/o attacking. You could turn the module off to get it to leave, but even when off it would protect you from attack. Maybe have a "hunter ship" modul

1,309 Replies 3,265,598 Views

Interesting thought. Maybe have any space shark that attacks a spore ship die instantly: that green stuff in the ball CANNOT be healthy! Also, have a small module you can add to your ships called a Space Shark Repel Unit: Space Sharks will not attack any ship that either has the module or is in a fleet with a ship that has it. Maybe also have upgrades that increase the range of said module to 2, 3, or even 4 squares that a shark cannot enter. Hvae the same thing for starbases.

1,309 Replies 3,265,598 Views

Seems like that would be difficult to code. However, I do want to see the space sharks from GC1 come back. There's nothing quite like the thrill I got from releasing a worm from its anomaly right in the middle of enemy territory and scooting back to watch the carnage!

1,309 Replies 3,265,598 Views

Yes, all of ours link to icon.jpg. His IS actually a copy of the "no avatar" image. Maybe he hasn't used a shoe for his avatar b/c "Sole Soul" is actually Ex-President Bush [e digicons]:grin:[/e] ! No... Bush would be unable to spell "believe"!

1,309 Replies 3,265,598 Views

Maybe for improvements, have each tile contain certain types of resorce based on the terrain and random factors. Improvements would require certain types of resorces, and could only be built on tiles that have them. i.e. a nuclear power plant could only be built on a tile with Uraneum (sp?) and a Factory could only be put on a tile with Uraneum (sp?), Titanium, and Silicon. For ships, you could only build ships on a given planet that contain modules requiring resorces that the Starport w

1,309 Replies 3,265,598 Views

[quote]I can't wait for the dev's to start pouring out glimpses and sneak-previews of what they intend to add to GC3.[/quote] Look at Elemental. Supposedly it will use the same basic mechanics and engine as GC3.

1,309 Replies 3,265,598 Views

That seems like a good idea. zyx. What I was referring to in the quote was a system by which the invasion tactics were kept the same as in GC2, except that pq and imp destruction were applied even when you did not win. That would nerf the game, as I said above. What you are talking about would not.

1,309 Replies 3,265,598 Views

[quote]If they don't make orbital shipyards, being able to build a Starbase Shipyard would be a vaiable idea. It would manufacture military craft, just as a planet does. And you can place it wherever you want. Although to keep something from becoming overpowered, they would have to be 'fueled with supplies' from asteroid mines, and would take quite a bit of mining production to build any sizable ship in a normal period of time. This would balance itself out, and make it where you can't spam t

1,309 Replies 3,265,598 Views

There is no problem with the game or the cheats. This level just seems to annoy people. Maybe it's because you have to wait until your relations will make the randomly-triggered jump from close to friendly... just be patient and keep the gifts and freighters going.

5 Replies 3,745 Views

[quote]an evil (or good, depending on who you're playing as)[/quote] What would they be for a neutral civ? As for the invasion tactics, while I want to have a race-specific everything (tactics, parties, events, and so on) in 3, having the tactics affect the planet when not winning is not in the game for a very good reason: players could just put 1 troop on a ton of transports and destroy the galaxy by using mass drivers again and again. So, as realistic or fun pre-emtive damag

1,309 Replies 3,265,598 Views

The and fields are purely cosmetic, but the StructureName field is a bit odd. It sometimes does not show up in the game if you put various things in there. To be on the safe side, just put in some randon letters followed by a number in the 900's. (No spaces, I think.) Also, make sure the model name is the same as the one in the original xml. Otherwise, you look good.

38 Replies 62,433 Views

[quote]What good is that? If that's the case, if one is not at least situationally better than the other, then clearly you don't need one of these. And since the capital ship cost the person who researched it tech points, you basically screwed over the person who bothered to research new hulls.[/quote] BUT, fighter fleets cost logistics, and you have to research up THERE to have viable fighters, so the balence still applies. Of course, then they would be TOO equal, and a player would

1,309 Replies 3,265,598 Views

[quote]Thanks for the quick responses, Scoutdog and Sole Soul. With regards to http://library.galciv2.com/index.aspx?m=649 , it states Dark Avatar only, I'm running Twilight of Arnor, will it run ok?[/quote] It works fine for me, but if you should encounter trouble, open the shipconfig.xml, go to the bottom but BEFORE all the wired styuff @ the very end, and type in the following for each component you want to use: <span style="fon

38 Replies 62,433 Views

[quote]Hi there, I'd like to know if there's a mod for more 'Extras' in the Shipyard.[/quote] Here are a few: http://library.galciv2.com/index.aspx?m=821 http://library.galciv2.com/index.aspx?m=649 http://library.galciv2.com/index.aspx?m=682 <a href="http://library.galciv2.com/index

38 Replies 62,433 Views

Yes, I am talking about a system by which you would have to choose between weapons OR defense OR HP, and the only thing hull size would effect is the cheaper vs. more powerful conundrum and logistics ratings. With this system, a fleet of fighters would be equal to a capital ship of simelar tech, and cost about the same (total- the individual ships would cost less). One other thing I came up with (although it maight screw up the game mechaics) is modules that decrease a ship's logistics requir

1,309 Replies 3,265,598 Views

well, the devs already have the equipment, so that's off the table, and I think that the rent is not a problem b/c they would be coming in to work anyway, but STILL. I very much doubt that Trooper can afford to throw that sort of money at a project like this. To even physically HAVE that much money, he would have to be in the top-earning 10% or so of Americans, much less be able to spend it all on a GAME!

18 Replies 30,736 Views

[quote]Imagine that, a minor with Super Organizer ability! You attack the PAULOS (a pretty spiteful bunch), and cause 12 other neutral majors/minors to immediately go WW2 on you![/quote] Actually, this makes me think more of WW1... It would be sort of cool to see minors ally with majors a la Serbia and Russia. 'course, it would probably nerf the game strategy, but still...

52 Replies 121,141 Views