Banned for banning on the banning thread.
AChallenge
[quote who="Mystikmind" reply="1" id="3651897"] Well the ships defending the starbase always fight their own battle when attacked. Only if the defending ships are defeated, will the starbase get involved. Its effectively a 'separate' engagement. [/quote] A major flaw in the combat system, IMO. The defending ships should never attack an incoming fleet beyond the umbrella of the station's weapons. That's just damn stupidly suicidal.
[quote who="Mystikmind" reply="2" id="3651898"] Goodness me, do you think American forces knew how many planes they had on their carriers during WW2?? [/quote] Sorry, couldn't let this pass... Yes, the US knew day to day the number of planes on a carrier: and the number of nuts, bolts, forks and rolls of TP. Someone is accountable for every bit of inventory in the military so it must be kept track of.
Remember the list of things that happened, were built on the turn, or just needed your attention? (Like foreign ships in your space) Put it back. It made it easy to keep track of where each of my 40+ colonies and shipyards were focused.All I get now are a bunch of "Idle Colony" or "Idle Shipyard" notices. When I've got a half dozen or more colonies all finishing production within a turn or two of each other, especially if I'm shifting focus from say econ to research (or any other chan
Fix the Diplomacy and Design screens to close when you hit Esc -- just as the rest of them do.
I need more than, "A treaty with XX has expired." I'd like to know a turn or two before what is expiring with whom.
Starting out I try to research hulls up to medium and provide them with a single weapon system I research beyond the base level. (one or two additional levels if possible). Which ever one I choose -- and it changes game to game -- is my primary weapon type and make up the Big guns of the fleet. I research advances in the other two as opportunity permits and use them as secondaries. I rarely have all three types on the same ship until I get huge. A Battleship needs a lot of variety. <br /
Population provides the raw numbers for production, research, money, etc. The facility (labs, factories, econ buildings) add percentages including both a basic level and an addition for each level of building. Power plants, the database and other special additions like the associated capitol (manufacturing, research and financial) add to both the base number and percentage. You are taking the output of the populace and using the buildings as force multipliers. Building doesn't cau
I like the game too admiralWW, it when I can't delete unwanted saved games, ship designs and so on, even if I wade through the folders to do it, functionality isn't what it should be -- there's a button for that, but it doesn't work. The economic model changed from Planet-centric to strategic and back, and the AI governors need to go back to school to learn how to develop specialized planets. I do like the game. The interface is good; ship design is fun and varied; the
I don't understand #1. If I hover the mouse over the buy button after selecting a object, it tells me how much it will cost. I haven't started a 1.5 game yet, so has this changed?
I agree military starbases need more purpose than a place to store a defensive fleet, which they do very well. That is the reason those castles mentioned earlier (and towers as well) protected a region: available troops could work to repel raiders and had a secure location for rest, repair and resupply. With this in mind, I agree there needs to be a way to deploy against encroaching ships, but it should be ship based. It was the troops in the castle, not the castle itself that threatened inva
Could you expand on this statement please, Nilfiry.
Vanilla.
After wading through five pages of commentary I have gained enlightenment. @Janhardo As Darkscis mentioned every strategy has its own specific requirements to succeed. The expansion strategy Marigoldran is trying to explain means you want to be what I call a hyper-expansion race. So in the race design you want to select those traits, skills and talents that improve population growth (on which production/research/economic numbers are based). Expansion traits that increas
It comes down to what you like to play. As you noticed, population (race) density is what matters. If you want a deep-space resource-grab game your optimal would be different than if you like long development and late wars. You don't need to invade planets to have a war over usable resources. Currently I'm using a Large Galaxy with eight races including my own. I think the set up I used for this game is a little too under populated: Abundant Stars and planets with Habitable Pl
There are a number of these threads already. Do we really need another?
I like this idea. Just being able to rename rally points and such would be useful. Naming map features would make organizing the empire's expanse much easier.
Currently your max range of travel is measured from the colonies and starbases you construct. Without life support modules you don't get to travel very far from home. What additional purpose would your suggestion serve? Since a mechanic already addresses travel limitations, I don't see what would be gained. There's a different thread running on the subject of borders, so there seems some interest in something different. <a href="https://forums.galciv3.com/467659/pa
I haven't had a problem with it. I can't see the cube, but I see the connection points when I click on a design part.
[quote who="Stalker0" reply="8" id="3566824"] ... On a side note, Star Drive 2 has a diplomatic "tolerance" system that is utterly simple and brilliant. It allows for diplomatic foo pahs to lower tolerances with other races. You still have diplomacy, but what you can do is diminished....just like in real life! [/quote] Star Drive 2 would be called MOO 4 if that franchise hadn't self destructed. Although SD2 does seem a more worthy successor to MOO 2 than MOO 3 was.
I also agree it needs to be consistent, which is why I said we should have the choice. The AI not having the choice would work as well, but since I'm already beating the crap out of the AI militarily, I suppose the difference wouldn't matter much to me. I don't think interstellar distances would necessarily allow one fleet to support another in the manner suggested. These hexes are quite large out in the deep. Allowing them to do so would mean that logistics determining fl
[quote who="dansiegel30" reply="16" id="3566139"] ... You as a player, can only mine 1 resource (or relic) with a starbase, even if you have multiple overlap.[/quote] I have a starbase with two Durantium, one Elerium, and one Promethian deposits in range and it happily provided me all of them. If you mean you can only mine a resource deposit with one starbase... yes, and that is as it should be. [quote who="dansiegel30" reply="16" id="3566139"] Mulit-o
I think you should be able to select targets, although tactically, taking out the largest fleet in a stack is better since loses you take against the smaller fleets could keep you from having superiority over the big one. As to the situation above, where you lost your transport fleet: sorry, but sending undefended transports into uncleared enemy space is just bad tactics. I clear the area of my advance with battle fleets, then move my transports in under escort by medium and small shi
Thank you for your work on this.
[quote who="naselus" reply="43" id="3564279"] Weirdly, I've seen people complaining of precisely the inverse - ignoring the fighters and targeting the carriers, which just soak up damage as the little ships rip your fleet apart. There's a lot of contradictory information flying around about carriers right now. [/quote] This depends on whether the ship type selection is automatic, or if the designer selects it. Carrier modules are adde