[quote who="Annatar11" reply="1" id="1882632"]Many people like making control groups within the fleet This kind of system allows for it. Conversely, not everyone even makes fleets and sticks to strictly control groups to give them absolute control.[/quote] Hmm, OK. Does grouping ships within a fleet really work though? If fleet members maintain cohesion with the leader, what good does it do you to have subgroups? Just for ability control? [quote]The toggl
Wraithius
My apologies if this has already been covered elsewhere; a quick browse & search didn't turn up anything. My problem is this: I'm having trouble with the fleet mechanic in Sins. There are three particular issues that I've experienced: Ctrl-group/fleet correspondence - Need to add ships to both a ctrl-group and the fleet to which that group corresponds. Sounds like the upcoming patch addresses this, automatically adding a ship to a fleet's correspon
Wow, lots of good replies. I find the "constructor route" idea (trade route style mechanic) to be quite interesting. I think Saguinius had a particularly useful insight in post #13 where he/she points out that this mechanic could be done in such a way that it both keeps your planets occupied in the same way as building constructors and preserves the interception mechanic while greatly reducing the constructor hassle. Multiple constructor modules on one hull would be a welcome compromise as we
I concur. In the meantime, though, one way to sort of get an idea is to put in cash on the light side of the transaction. If it takes 2000bc to tip the scales, you're probably offering/asking a very disparate tech. If it's only 34bc, you're probably pretty close. You do, of course, need to take your relative diplomacy skills and relations into account when using this technique for estimates.
I do think it would be fun, but I've gotta say there's other stuff (like... a lot of other stuff) that I'd rather see happen first. Oh well, you gotta dream, right?
So I guess sometime around pre-alpha is probably when this kind of comment would have been helpful. This is my single biggest complaint with GalCiv, though, so here goes... I'm tired of constructors. The game mechanic that they are a part of has an important and interesting part to play, of course - in the territory grab at the beginning of the game, and in reinforcing your positions as the game progresses - but how is it fun to have to mindlessly send 30+ constructors after every s
So I would have had GC2 downloaded two or three times by now if download resume worked. What's going on here? There's a setting in the Internet settings area of Stardock, but it doesn't seem to be doing any good. I can deal with a slow/long download, but having to get through 4+ hours without dropping my connection once isn't going to happen.