Gauntlet03

Gauntlet03

Joined Last seen Member # 847148
67 Posts 757 Replies 2,484 Reputation

Well I for one think that we shouldn't be too too concerned with realism, so I even if the effect of dispersion of laser weapons (or particle beams?) is negligible in a vacuum, I think it would be a very nice touch if lasers lost their punch at longer ranges, and did more damage at closer ranges, it would simply be very cool, and encourage you to close range with your battleships. That being said, I was thinking, and it would be great as part of the 'tougher civilian ships' upgrade, if

88 Replies 19,419 Views

1. When loading a save game, all my space elevator stations on a planet disappear... no new such stations ever re-appear in the game. You know the little buildings where the 'trafic' fly through. 2. Sometimes ships in transit via phase jump will have no phase jump special effect, even at max zoom, thus the ship simply looks stationary but is actually moving quite fast of course. Also sometimes grouped ships will have a phase effect for some but not others at different zooms, that gets a

3 Replies 1,351 Views

yes yes all we are doing is landing the 'ruling class' sorry but thats the worst way to explain it IMO... Hmmm how nice of my planetary bombardments to target the ruling class exclusively... Amazing.

22 Replies 11,073 Views

mmmm yes, a species which doesn't need to traverse the horrible demon field other-space to travel interstellar distances, and thus open holes in the universe for such creatures to enter our realm... truly these are a worthless people!

124 Replies 24,494 Views

I love the idea of a surrender mechanic, being a percentage chance based on the planet's loyalty and the level of bombardment... IE rapid bombardments should increase surrender chance... whereas one pillager should not... also this could have an effect on pirates... planets could surrender to pirate bombardments... they dont switch sides, instead you lose 500 credits and the pirates stop bombarding the planet for 5 minutes. It would be great if the surrender mechanic was influenced by y

22 Replies 11,073 Views

yes there should be a selectable mod in the menu the particular folder from the 3.0 pack labeled Gauntlet's Race Mod 3.0 should be placed in your mods directory under Galactic Civ. Take a look at the readmes and make sure that the directory locations of everything are correct... also make sure that in the mod itself that there is a 'mod-description' file. If not email me and I can email you one or run you through how to make one.

17 Replies 11,882 Views

About Orbiting: interestingly enough the now ancient space game of Ascendency had orbiting... it was turn based of course, each turn the plants in a system... in all systems moved on their projected path by oh so much... It didn't matter very much, and the AI was so bad that what tactics could be exploited were not neccessary... buuuut it was cool... I would plan my attacks to coincide with the right orbit, and this allowed me to enter the system and destroy/invade planet A

119 Replies 29,278 Views

You know what would be a hilarious function of the game? If unit AI was improved by techs you research lol... thus 'enhanced cybernetic piloting' tech would allow your units to actively intercept (Lead Pursue) targets! This would be downright original!

34 Replies 8,700 Views

there is a technological excuse or counter excuse for absolutely anything in a scifi universe. I'm not interested in how they justify the lack of Fog of War in system from a story or realist point of view. Purely Game Play, as a game is it better or worse without fog of war in system. I say worse, as it limits tactics.

37 Replies 12,835 Views

well, I like the idea of counter PSIDAR... however, I believe that there should not be an infinite possibility of building this up. I think that at Max PSIDAR versus Max cPSIDAR that it should be a roll per ship to see if its detected. Thus any sizable fleet will be detected overall but its exact size and composition will remain unknown. I like jump points it makes it manageable. However it would be nice if we could find ways to cleverly jump past the fortress systems... perhap

37 Replies 12,835 Views

which is why an upgrade to give the gauss a additional flak turret would be great... it would simply become more effective/faster to destroy them head on with superior capital ships and such. This would at least damage my fleets and force me to consolidate or rotate 2 fleets in and out of action.

29 Replies 9,858 Views

So Version 4.0 is done. Notably it is its own upgrade pack adds 5 race images, and creates a image for each of the new race images called 'robotrace1001' and so forth... this allows you to select it for your custom races so that important news updates are issues by your own race's image rather than a robot... adds character IMO... adds a couple of new custom races.... also my custom races got some custom planets GFX! some new blues and greens out there for ya! <br

17 Replies 11,882 Views

i think that the planets should be able to get beam and missile upgrades that will shoot up at sieging ships... we should have a defense 'station' which provides long range missiles and has its own flak and gauss cannons. An upgrade should be available to the gauss cannon to add a flak weapon to it. The limiting factor to the station should be that its 5 or 6 tactical points and a absolute limit of one per system. And of course: COST

29 Replies 9,858 Views

i like the pirates, and I dont mind them being a threat, it fits the TEC background I think, but I've never had them be a threat in the mid to late game, I play on hard with 5-7 opponents. What I do dislike is that they don't act like pirates, they act like a battle fleet, Pirates should never engage turrets unless they come in very large force... they should always focus on avoiding fire, while blowing up small fry ships, they shouldn't bomb planets, instead when your trade ce

76 Replies 17,411 Views

no they automatically form up into vertical ranks at times... there are no specific formations or commands thereof

28 Replies 9,389 Views

I've had this happen too, what seems to happen is that the line is so long, one end or mid point of the formation is just weirdly in the gravity well, and one ship is just kind of fidgeting to make room it seem the AI just sends one of the ships in front of the main armada and into phase jump, clearing space for the straggler. Thats very annoying... It can be avoided by having your fleet split into 2 or 3 groups instead of 1 huge group, but I hope we don't HAVE to do that, they should s

28 Replies 9,389 Views

Well, 1. I try not to think about one star having so many planets, frankly its silly, they call this galactic warfare, but its not, its interstellar certainly, but nowhere near galactic in scale... but regardless thats not very important, you can think of the star as the center piece of a galaxy instead, and the planets are simply the only planets in the galaxy worth visiting lol. 2. Hot and Cold planets, meh doesn't matter where they are to me, but they need more visual types

25 Replies 6,809 Views

random events are great for spice, and also the more extreme ones should be optional but definitely be there, anything that destabilizes the order will make games more unique each time you play, and therefore more memorable - even if I lose it'll be great to remember, and to have played.

24 Replies 43,418 Views