General Pants

General Pants

Joined Member # 2580433
69 Posts 323 Replies 3,550 Reputation

Eh, fair enough I suppose. To me, "orbital bombardment" is a generic catchall for in-system space-to-planetary surface attacks. It is particularly insulting when the enemy has sufficient space supremacy to simply park their ships in orbit and rain death on you. I specifically avoided using "orbital bombardment" in my original post, because the game designers are obviously sensitive to the idea of wiping out planetary populations just to be a bastard. I don't mind that sensitivity at all

22 Replies 16,954 Views

We also need more pieces which snap to place at their centre. Too often if you add a component it sticks out from the hull. What if you want to keep your hull narrow, but extend it? Muppet: I'm not sure, but it sounds like you may not completely have the ship design interface down. Any piece that sticks out from the hull can be re-directed to pr

10 Replies 5,974 Views

ALTERNATE TEXTURES: Two ideas I forgot to put on there: 5) It would be nice to have and be able to use alternate surface textures that would override the textures on the individual ship elements. EXAMPLES: a) I am making the "chigs" from Space: Above and Beyond. My fighters needs to have a tightly-woven, black mesh (red for the Red Baron), but my capital ships need to have a loosely woven, lighter-colored mesh. b) I am making the Rebel fleet from Star Wars

10 Replies 5,974 Views

[...] in a bombardment situation it would still take time to get into position, and the enemy knows you're coming from lightyears away. Anyone sane would utilize planetary batteries in such ludicrous numbers as to bathe you in a deluge of fire; remember Starship Troopers? [...] Given the complexity of it all, even a second is an eternity. The computer's calculations are no

22 Replies 16,954 Views

Actually, modern predictions state that the U.S. could fight and successfully defend a large-scale invasion from space with conventional nuclear ICBMs; no matter the source. Sure, assuming they didn't hit all our missiles first. And, before you balk, we could probably have made a pretty big dent in the Soviet arsenal with a first strike. Of cours

22 Replies 16,954 Views

Ditto to all comments. I play to watch the drama unfold, not for points. As someone who never plays the campaigns, I would LOVE to see a Dread Lord invasion as a possible mega event. Or even as an optional certainty, but without the campaing structure.

104 Replies 106,158 Views

MOVING PARTS: Here's the weirdo: could we have moving parts? I was thinking a thing like this (based on animations in PowerPoint): Click on the part or the hull, and click the "action" button. This brings up a "MOVE LIST", a list of items to which you can add and subtract items. Each item opens its own dialogue: Move: from center (only option for hull) from attachment to previous part Rotation Axis: X

10 Replies 5,974 Views

From the new interview, I gather that Dark Avatar will have tons of new jewelry. That, in and of itself, justifies the money I spent (or will spend) preordering the expansion. Ship design is definitely one of the big seeling points of the game for me. I had a few suggestions: 1) It would be great if parts could be sortable into categories based on shape, say: a) flat things, wings and struts; b) blocky things, like boxes, short towers, and spheres; c) lon

10 Replies 5,974 Views

At risk of tooting my own horn, I came up with what I thought was a perfectly marvelous implementation of carriers that would not be horribly game-balance destroying. It is in the thread "Comprehensive(?) carrier proposal", and should be found here (unless I am as awkward at these forums as I think I am): https://forums.galciv2.com/?forumid=251&aid=129276#999810

76 Replies 406,668 Views

Cross posted from the "ethnicity" thread: Y'know, it is funny... we can chuck asteroids at a planet in GC2, we can wipe out EVERY LIVING (sentient) THING on a planet by invading it in GC2, but we can't attack a planet from orbit with the intent to do less harm. Hmm...

22 Replies 16,954 Views

Ok, I went back and double-checked, this is correct. However, you are still left with planets whose citizenry is a DIFFERENT RACE than their government. Ooops, I meant you are left with these in situations where the planet threw off the shackles of their conspecific oppressors to embrace your race's way of life.

10 Replies 13,337 Views

I suppose there are the instances where you use 'Information Warfare' to convince the unhappy citizens of the defending empire to join your side... But for the most part, it appears you kill off the current inhabitants and replace them with your own people.

10 Replies 13,337 Views

Huge hulls end up haveing 150 spaces anyway, so It would need more than that, im going to go out on a limb and get shot down by the pro's and say somthing starting on 170 It wouldn't necessarily "need" more than that... mineaturization bonuses will affect a "GIANT" hull like any other. If you get a huge hull to go from 80 to 150, a 120 space gia

18 Replies 19,707 Views

I realize this is pretty obvious, but it is odd that no one seems to be asking for bigger hulls. The HUGE hulls are pretty slow to make, so obviously a "GIGANTIC" hull would have to be very slow. It might be fun, though, striking fear into the hearts of your enemies with something it took years to build. If they were, say 120-150 spaces, and took 3x as long to build as a HUGE hull, they wouldn't be horribly debalancing to the game. I dunno... anyone think that would be fun?

18 Replies 19,707 Views

A military conquest kills ALL of the aliens on the world That does not appear to be the case in the games I have played... otherwise, how could I be producing anything on the planets I have taken over? I certainly haven't moved any of MY people there?

10 Replies 13,337 Views

CRUD... that got sent prematurely (I've heard of this problem...) anyway, e) I don't think ethnic cleansing should be an option, but it would be "e" The idea is that you could change your status at any time, except you can't go back from manifest destiny. You basically pay more (per turn) for equality: it makes happier people, but people who are much harder to control. 4) Have your relationships to other races be affected by your treatment of members

10 Replies 13,337 Views

I realize this may be a politically incorrect idea, but shouldn't there be contingencies to deal with the alien inhabitants of a world you took over? I just occupied 2/3 of the Arcean Empire by force. Now, I treat them reasonably well... I certainly don't want to wipe them out, they are taxpayers. But shouldn't the game be keeping track of how many of my colonists are Arceans vs. Humans. I mean, assuming these guys have voting rights (do they?), why are they ever going to vote for me? H

10 Replies 13,337 Views

Sorry folks, I actually meant to include major races as protectorates as well. I just beat the pants off the Arceans, but I didn't want to take them all out, because I need them as a buffer against the Torians. So I wanted to subjugate them. I agree: protectorates should be ALLOWED to do whatever they want... it is just a treaty. If they want to stop paying tribute, or vote against you, and suffer your wrath, so be it. You'll show those upstarts why they lost the last war! <img

14 Replies 14,489 Views

It would be nice if you could offer "Protectorate Status" to minor races, or offer it as a condition of a peace treaty (or possibly ask for it as a condition of a treaty). This would entail basically a peace treaty, with a relationship rather like an alliance, only one-sided: the protector is expected to defend the protectee, but not vice-versa. The protectee would have to abide by various conditions set at the time, including potentially: tribute, a limitation on military strength, etc. <br

14 Replies 14,489 Views

Goblin, Are you suggesting that the defenders would put up such a strong defense that warships would be unable to bombard the planet's surface? I'm afraid I don't follow your logic: a maneuverable warship in orbit, or otherwise at a distance from the planet, would be much LESS vulnerable than a transport committed to landing on the planet. The warship can leave if the flak gets too intense, but a transport has to go through it. Then, of course, the transport is likely unarmed, unarmored

22 Replies 16,954 Views

My 1.3 game crashed when I set up a queue of 3 factories to build, and then changed my mind and deleted them all. It froze when I deleted the last factory and then CTD. I have already reported (by e-mail)a very similar problem when removing an item from the social production queue. I don't think it is just you!

97 Replies 34,315 Views

I have read a number of the past posts on this forum, and I think there should still be a place for space-to-ground attacks in GC2. Obviously I am trying very hard to avoid the "OB" words, since they carry specific connotations from past 4X games. I don't want to commit genocide; we've had enough of that in the past century that it just isn't worth gaming. However, in the past century we have developed the ability to destroy a nation's infrastructure from the air, strategic bombing. In

22 Replies 16,954 Views

If your logistics value is, say, 30, you can pack only FIVE of these "supercarriers" into a fleet... hence, only fifty fighters. Still a lot of fighters, but certainly not "unlimited." I apparently forgot to put in the original proposal, and forgot again here: * having hangar modules should increase the logisitics cost of the c

39 Replies 24,139 Views

its pretty cool but... there should be a high logistics lvl for just putting the module on the ship like on a large hull it adds 10 logistics points so you cant make a fleet of carriers and wipe everyone out.second it should take up like 33 to 50% of the capacity on the ship so you cant pour weapons aand shields on it. and if mini hulls cost zero logistics that would mean

39 Replies 24,139 Views