[quote who="Taslios" reply="55" id="3564476"] One of the other things that they SHOULD do is make a class of weapons that specifically targets fighters... any ships with these point defense weapons would have chance of fighting off the fighters.... I happen to love the huge swarms of fighters... I just also want there to be suitable balancing point for them. [/quote] i totally agree with this and firmly bel
Yavrim
It may just be a disply thing, where it does apply diff weapon types but doesnt show it in info. I seem to remember devs saying that it is possible to combine diff damage types.
No your both correct. Previously, I stopped once the option to build xeno factory became visible in the improvements list, retried this and found exactly what you describe. It seems like its behaving as mentioned, but it is a little clunky in its behaviour. I do feel the cost to upgrade is way too high, with Xeno factory perhaps it should have been +15 to upgrade instead of +45 (ie so the total cost of basic factory and Xeno combined is 45 as opposed to 75 as it now stands &nb
Yep, I understand that improvement upgrades auto-queue with tech discovery. Its just that for eg, when I cancel an upgrade to an existing basic factory, the Xeno factory improvement comes up on the colonys improvement list (not in the build queue). So I can then build a Xeno factory directly on a blank improvement tile without needing to build the basic factory first. Additionally, the cost of upgrading an existing structure seems to the be same as t
Not sure if this is a known issue or not (couldnt find any mention of it) but when I reseach Xeno Industrialization, I can only build the basic factory and research building types. Ie I can only upgrade existing buildings. Not sure if this is normal behaviour. If so, and if I cancel an auto-upgrade on an existing improvement on a colony, I then am able to see the upgraded improvement come up as a direct build option (for that colony only), and dont require to build a basic structure f
yep, but what i was hoping for Is a way to do this within combat. There is tactical repair and strategic repair in the schema defs, one of these seems to allow repair of hull in combat.would like to do this with defenses.
Anyone know of a way to repair defenses within combat?? The idea is to allow shields to slowly regenerate over time. I'd love to vary defenses in the way they behave. Eg armor applies to all three weapon types, shields recharge say 10% per time interval and apply to all 3 weapon types (but apply less so to kinetic and missile weapons). anti missiles systems only apply to missiles, but recharge at 100% of same interval.
Add rechargeable defences ie so sheilds can replenish. option to allow weapons to target Multiple ships simultaneously in combat. I'm thinking something like anti fighter barrage.
Great Idea AdmiralZ, need to get GalCiv dev attention on this one!!
Love the ideas Naustghoul, Chelovek. It could be setup as a starbase in the planet orbit. and use constructors as you said giving you starbase like attributes.
Do colony ships get extra HP with XP like other ships for successful combat?
Hi guys, Ive commented on this issue many times before; I personally believe that defence rolls should be more likely to be consistantly high, although with the possibility of a low roll still there. The defence values generated should be skewed somehow so its more likely a higher result is obtained than a low result. Maybe random number generator for defense could be altered so that it favours a higher value(say 66% or even 75%
After reading this post I came up with an idea or two. While I don't like the idea of completely removing tech trading in the games I play, having the option never hurts. I also like the idea of using relations to effect trades. You might get a good deal rom an ally, but the Drath who hate you are going to rake yo over the coals for a tech trade. Here's what I
Hi HuggyMonster, I have thinking about exactly the same concepts, the separate weapons concept, evasion bonuses etc.. I personally think that it may be possible to apply to CG2 with minimal alteration to AI, seing as it only really affects combat. Some of these ideas I have raised before but here are my thoughts.. Instead of evasion concept I thought about a maneuverability bonus being a function of ship speed divided by a hull size value (say tiny=0.33, small=
Yep complexity of my suggestion is the killer I think. I pernonally believe that defence should be emphasized somewhat more than the current system. If you look at 1 vs 1 battles, 4attack vs 2att/2def doesnt give a useful return on investment. This changes with fleet combat obviously. This is what I dont like with the current system. <TD class="mb-B
Putting multiple types of attack on a ship is not advised. An exception would be if the opponent isn't using any defences at all. So squeezing, say, a Stinger and a Laser on a small ship could be helpfulI in the early game when the AI just builds 2-0 ships. Hi Entropy Avatar, I would think that multiple types of attack are also useful whe
Hi Pnakotus, I understand where your coming from, but I think sometimes realism should move to second spot relative to gameplay with features like this. Im not saying we should make up and incorporate things that are completely false or counter intuitive, but sometimees spicing up or exagerating phenomenon to add that little bit more depth I believe can be a good idea. If you think about it other features (such as black holes possibly) can
Hi Rogue, Link this is a thread I started a little while ago on exactly the same topic and some thoughts on it.
Hi guys! Another possibilty would be to combine a couple of ideas mentioned above. What could be done is rather than flatly restrict tech trading to non friendly allied/friendly civsor using other restrictive techniques, we could use a happiness modifier to tech trades based on tech levels below current tech. For eg Ally - Tradeable current gener
Hi guys, lots of good suggestions here... Just expanding further on something Dlcupcake said. For military technology, any USA defense company that wants to sell products internationally can do it, but the tech level has to be 1 or 2 levels behind current. And this is not just a "few" technologies that give
If you assume that at the end of a units turn (out of movement points) that is has to drop out of hyperspace before beginning a jump on the next turn, then nebula can be taken into account. If you passthrough a nebula over the course of one turn you are not effected. If you end a turn in it your ship takes any damage/has limited sensor range etc and will continue to do so
Just imagine the guerilla tactics that could be performed with a nebulae between you and a hostile civ...
Only been playing this game for a coupe of days, but am well and truly hooked. One thing I've been thinking about though is how the maps dont contain much more than stars and planets as far as strategic factors. In Civ games for example, mountain ranges affect movement of certain units and deep sea waters dont allow early ships travel through, but seeing the GC environment is all about space you cant really add much too it. How about nebulae though? All of us being SF frea