androshalforc

androshalforc

Joined Member # 2704073
77 Posts 1,366 Replies 1,431 Reputation

i like the ideas here but having that kind of frequency is overkill IMO i mean playing the alpha i get 200+ turns in and im still exploring the tiny-small maps if you got hit with a new plague every 20-30 turns you would spend half your tech curing plagues even on the highest frequency i wouldn't expect a plague outburst more then once in 50 turns and even then every time a civ got hit with one plague their ability to deal with it should allow them to cure it faster and more

13 Replies 32,996 Views

As fad as gaining other races abilities I think it could be done without making it overpowered. Any race whose population represents greater then 60% of your population you get 100% racial bonus any race whose population represents 60-40 % of your population you get 50 % racial bonus. And if you have no races greater than 40 % then there should be some special bonus for mixed races so the next question is what other

26 Replies 139,614 Views

How about actions resulting from those espionage actions ie we have evidence that the drengin recently assassinated their allies ( alterrens in this case ) political leader and implicated the Toriens. This was in order to declare war on the toriens we could bring this evidence to light and declare war on the drengin improving our relationship with the toriens we could sell the evidence to the drengin improving our relationship with them and making a p

22 Replies 15,798 Views

[quote]I'm still not sure the "X amount per turn" idea of the trade route is the right way to go. I'd like us to try out allowing many more Trade routes, but only getting "paid" when the trader reaches each end of the route, and that the amount paid corresponds to the length of the route, multiplied by the number of trade modules on the trader (and should be a substantial numbers in credits). Figure maybe 5X the number of routes, with a route being worth 10gc per hex of distance.[/quo

15 Replies 852 Views

at the beginning of GC2 the flagship was an important resource being the only ship that can hunt down anomalies until you had the sensor tech to build more however this ship quickly fell off into obscurity as you got the tech to build bigger, faster, stronger ships; and i would like to see this ship remain important into the late game so first off id like to see some flavour to the flagship give each races flagship some ability that makes it more unique

8 Replies 17,775 Views

Food –underpowered "Food distribution" while the bonus this provides to farms while you are trying to increase your population is nice once you reach your target pop this building becomes useless. i think the adjacency bonus; either the base value or the bonus provided needs to be increased

1 Replies 7,938 Views

a) If I am playing and I load a previous save (while playing) the ideology tree no longer functions properly Previous unlocks are no longer highlighted The buttons on the top left of the screen will not allow you to switch between ideology’s (you can use the little overlap boxes next to the bottom row of ideology’s The game will choose the next ideology in order from top to bottom then left to right &

2 Replies 10,895 Views

[quote who="ParagonRenegade" reply="11" id="3465517"]Theoretically speaking, if you were to tell us details you're not supposed to tell us... what would happen?[/quote] well you see they actually need to build the weapons at SD in order to get the best idea of how they work; to get the footage of these weapons firing they go out into space and test them on old satellites and such.. now if he told us the details that we weren't supposed to know then he would be the next

29 Replies 41,306 Views

Hrmm I reported it on the previous build and was told it was a knowN issue and was expected to be fixed in the recent build there are 2 ways around this previously 1 use the turnactions command in the ~ console be warned this disables all warnings including idle ship and idle colony 2 use the unlock ( I believe ) command this will complete the entire tech tree and give you all the ideaology perqs but should now recognize that you are really do

7 Replies 8,265 Views

i agree this annoyed me quite a bit in gc 2 particularly with the morale / culture and the improvement that modified one of these aspects but had an ambiguous name that you couldn't really tell which one it modified

2 Replies 1,507 Views

While I love this idea I have 0 ( none , nada, zip, zilch ) artistic ability and couldn't design I ship if my life depended on it. Most of the time in gc2 I just took a standees template threw a few weapons on and said done. Which is sad cause I'd really like to see cool ships I just can't make them myself

10 Replies 3,694 Views

[quote who="EleventhStar" reply="8" id="3464159"]i would also love it if the ai took your (known) ability to produce ships and your available techs into account when deciding on war, [/quote] yes agree this pissed me off no end in gc2 "you dont have any military ships you're physically weak if you dont give us credits were going to declare war on you" umm yeah about that just gonna quick build some fleets on my planets and... oh look my military strength just jumpe

15 Replies 104,180 Views

id like to take it up a step a ship that ends its turn in a nebula has a chance of getting lost (10%) a lost ship will choose a random direction and travel in a straight line for that turn if it is still lost at the end of the turn it will choose another random direction and travel until the end of its turn etc when it gets out it rejoins your ships as usual for small nebula's this would mean pretty much nothing but for larger nebula's this coul

22 Replies 7,717 Views

[quote]As I understand, tiles on GalCiv maps represent time, not distance; the idea being hyperdrive is magnitudes more effective when farther away from gravity sources.[/quote] [quote] parsecs are a unit of distance (3.26 light years to be exact), so yes, the tiles on the map represent distance and not time. Habitable planets are generally not located 6.5 light years or more from their host stars.[/quote] while i don't have access to the relevant quotes atm. I believe it

33 Replies 31,784 Views

while i like this idea doing it right is going to be tricky i dont want to have to adjust every single tile step by step or have the aI reject a trade because ive made the exit or entrance to a corridor 1 tile space off of where they wanted it on the other hand if the ai is to easy going i may just make a corridor that meanders through most of my space simply so i can tax them or to slow down an invasion fleet traveling from one side of my territory to another

26 Replies 77,694 Views

[quote who="sulley1" reply="24" id="3463680"]I read the original post and was like: SWEET BABY JESUS, THAT IS AWESOME. Then I read the first couple comments and was like: Well, it was fun while it lasted.[/quote] i agree completely but there are some things that could be done to increase the "soul" of the planet without i think drastically changing the usefulness of the flat map here's what i envision when clicking on a planet it doesn't just pop-up a p

38 Replies 152,445 Views