WIllythemailboy

WIllythemailboy

Joined Member # 2424203
3 Posts 766 Replies 3,210 Reputation

[quote who="admiralWillyWilber" reply="68" id="3448507"]Well the reason I what you called ignored your statement is because you brought up that a planet doesn't release light it releases infered radiation. The reason I didn't answer this is that your technically right in that a planet releases infrared, but infrared is light, and that is what made me right actually we were both right on that. Maybe cause I'm not a scientists, but I don't understand why we can't use infrare

76 Replies 271,241 Views

[quote who="Tergon" reply="14" id="3448363"] I personally do not think ships should get special abilities that are not enabled by their setup. As I see it, the experience should represent the skill of crew to squeeze every last bit out of their ships systems, maybe doing some unofficial modifications to it as well. Suddenly developing a deathray kind of fights against this idea.[/quote] This is my main issue with it as well. Your brand new ship straight from the build

35 Replies 32,038 Views

[quote who="admiralWillyWilber" reply="61" id="3448336"]Well I have three reasons why I would build a Dyson swarm, circle, or sphere around a gas giant instead of a star.[/quote] I've brought this up before and it was ignored: Where is your reference that gas giants give off useful amounts of energy compared to a star? The best source I've found lists Jupiter's energy balance at about twice incoming solar radiation - that is, Jupiter gives off roughly twice the ene

76 Replies 271,241 Views

[quote who="Frogboy" reply="31" id="3448203"]It decreases the odds of people demanding we have a real time mode or a first person mode or what have you.[/quote] When are we getting the dance studio you promised us clear back in BC?

158 Replies 613,250 Views

[quote who="Fate" reply="21" id="3448012"] Quoting androshalforc, reply 19Actually now that im thinking about it there should be a minor race that tries to throw a major pun in every time you talk to them. to the point that you're sitting in your chair groaning just because you need to talk to them and are dreading to see what the pun is this time. They should be called 'The Punklemans', but whatever you call them that would be my favourite race

58 Replies 181,338 Views

[quote who="androshalforc" reply="19" id="3447992"] the humor in gc2 was awesome; and i want more of it. Actually now that im thinking about it there should be a minor race that tries to throw a major pun in every time you talk to them. to the point that you're sitting in your chair groaning just because you need to talk to them and are dreading to see what the pun is this time.[/quote] Or Vogons, who insist on reading poetry so bad you want to uninstall the game

58 Replies 181,338 Views

[quote who="DARCA1213" reply="55" id="3447781"] I am about to post a article on this along with other topics. if the black market was represented by pirates in the beginning of the game and disappeared when the pirates are wiped out. Pirates would spawn like everyone else to start the game, just to be clear. Would that be okay, that way there is no long term dependence and the game moves on...if you want. DARCA[/quote] It's necessary to the proper funct

64 Replies 109,981 Views

[quote who="MarvinKosh" reply="53" id="3447767"]Thing is though, I'm not sure that the AI will react well when the human player uses a strategy of resource denial and it then has to build low-tech ships. I would prefer that they get the resources from an opportunistic third party and try to drive the player off its resources.[/quote] If they implemented a multiple-resource system like Sins (money, metal, crystals), they could also implement something like the black market. It'

64 Replies 109,981 Views

[quote who="Iggore" reply="1" id="3447639"] There are already modules like that in GalCiv II that gives bonuses regarding speed, defense and attack, depending in which zone of influence you are. I never used them once but I suspect they are actualy worthwhile. Am I right?[/quote] They were, and were pretty easy to exploit. Slap a fleet defense module and a fleet speed module on a huge hull, give it one weapon and the rest engines and defense. The fle

35 Replies 32,038 Views

[quote who="Lucky Jack" reply="132" id="3447270"] Quoting Tridus, reply 130 The #1 reason for piracy is that people are cheapskates Tridus, when you say it as such an absolute, you are effectively accusing everyone in the whole world of being cutthroat thieves. How about trying some qualifying adjectives for a change.[/quote] That's not an absolute statement by any means. If you'd prefer an alternate wording, try "The most common reason for piracy is that peop

174 Replies 165,055 Views

[quote who="Rudy_102" reply="13" id="3447116"] No, I mean disturbances affected from outside. Like when you build influence stations and start broadcasting "our jeans are better than yours!", resulting into "Origin sucks, we want better sales like Steam does!" [/quote] Perhaps, but they more than make up for that with the internal sources of disturbances. Revolutions and the occasional coup d'état might be the cost of an imperial system. More

16 Replies 70,614 Views

[quote who="Fate" reply="20" id="3446711"]Did you ever try the 100% forever play? At the beginning of the game set 100% Research in your spending, only build Research Labs as your production buildings (you have to buy the first few on a planet) then focus production on each planet depending on whether you want to build ships or buildings. It's extremely effective when your neutral and get the absolutely bonkers research buildings! There's no wasted maintenance on buildings being under

29 Replies 146,760 Views

[quote who="alfandtot" reply="16" id="3446695"]As I admitted, more realism does not necessarily equate to more fun in a game. However, in GC2, the possibility to "fine tune" production/research times (adjust sliders, so that things juuuuust got finished) led to tedious micromanagement that was no fun for me. Why, you ask, do that? It was because "left over" production/research was wasted. You actually had to pay for the full production/research in that turn (bc), but after something was compl

29 Replies 146,760 Views

[quote who="Fate" reply="33" id="3446642"] Quoting Werewindlefr, reply 28The battleships, battlecruisers and cruiser class ships are almost extinct nowadays (only Russia has battlecruisers), while planes are pretty much the keystone of combat. In other words, it essentially depend on a lot of factors... Those are two completely different types of combatants that operate in different mediums haha, to use your example correctly would be to say that RIB's a

64 Replies 109,981 Views

[quote who="Tridus" reply="9" id="3446609"] Quoting DARCA1213, reply 7 Hate it. That would really slow down the game pace. And all it represents is the funding for the government facility or whatever you want imagine. If there was a lab that has 100 worker to run the facility. And you increase funding. All it does is raise the efficiency. I don't know about where you work, but where I work most of the tasks are specialized. The systems, jobs, management struct

29 Replies 146,760 Views

[quote who="EvilMaxWar" reply="92" id="3445994"] Quoting WIllythemailboy, reply 91 invasion tactics damage the planet beyond reclamation? What possible degree of combat damage could be worse that what we already face on a regular basis? Well, for one, dropping a massive asteroid into the planet, basically simulating the dinosaur extinction. This might weaken the crust and stimulate volcanic activity for a long time. Not something you could fix by '

105 Replies 99,715 Views

Tiny hulls could be absolutely devastating with proper starbase support. All weapons, one with a fleet firepower module, and stuck under multiple military starbases. If the enemy is weak enough you can use the speed boost modules to fling a fleet of 30+ tiny hulls at an enemy fleet, or you can wait until they are closer and you can engage them under at least some of the array bonus (and get back into position in one turn). Starbase boosts are on a per-ship basis, so you get 5 or more times as

64 Replies 109,981 Views

[quote who="Fate" reply="88" id="3445787"]So you had an alternative all along? Both interesting ideas, although yours extends a bit too far towards realism and fun-ruining, in my opinion.[/quote] I actually came up with that as I was typing. I prefer the damage-and-rebuild model over permanent damage. How believable is it that we can terraform swamped planets, desert planets, toxic planets, even planets where everything is radioactive, but invasion tactics damage t

105 Replies 99,715 Views

[quote who="Fate" reply="84" id="3445777"] Quoting WIllythemailboy, reply 81That "exploit" has been around a loooong time. It's pretty common knowledge. But really, what was the alternative? Applying the PQ loss even on losing invasions would have led to exploits the other way, using multiple one-person transports to fail at invasions and wreck really tough worlds down to PQ1 without ever even attempting to take them. 5-6 empty transports would reduce any planet to useles

105 Replies 99,715 Views

[quote who="Fate" reply="79" id="3445733"] Max shhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh, promise me that when you find exploits like that in GC3 you won't write them on the forums! That's how things get patched haha! In fairness though that became a lot less useful in TA, as most of the improvements would be destroyed because you don't have the required tech anyway. Fate,[/quote] That "exploit" has been around a loooong time. It's pretty co

105 Replies 99,715 Views

[quote who="thetraviler" reply="7" id="3445679"] I too think this is a good idea. I don't know how realistic it would be to begin implementation at this point in the production cycle, however if it is already planned for it could be realllllly cool![/quote] Probably, but why let that stop us? At worst, it's an idea for an expansion. Frogboy did say he felt approval was too valuable to waste as a soft cap on population; something like this would make for g

16 Replies 70,614 Views

[quote who="admiralWillyWilber" reply="1" id="3445361"] Well here what I would like to see changed in this area. I think that ships should gain abilities when they level up.[/quote] That is logistically not possible in a game this size. Sins does it well, but at most you can have 10 ships you need to worry about leveling up for abilities. Even if I limit the count to huge hulls, my current game has nearly 400. The tiny hull count is close to 2000. Even if you didn't have to

5 Replies 12,589 Views

[quote who="admiralWillyWilber" reply="35" id="3444581"] Well a Dyson swarm, bubble, or sphere would be easier to make around a gas giant instead of a star with practically similar returns because planets give off light just like stars give off light.[/quote] Uhhhhh, since when? Planets reflect solar light and give off some infrared light from fossil heat, but they don't emit visible light like a star does. Heck, some red dwarf stars barely give off visible light.

76 Replies 271,241 Views

[quote who="ParagonRenegade" reply="47" id="3444396"]But really, cost/effectiveness drops like a stone after 15 billion no matter what you do. Under 15, I'm golden, but over that, you have to build too many structures to maintain an acceptable morale rating.[/quote] Considering it was designed to do exactly what you're complaining about, I'd say the problem is at your end. Early iterations were absurdly broken without diminishing returns, and the game was better wi

65 Replies 111,366 Views