RogueIdea

RogueIdea

Joined Member # 2448946
0 Posts 0 Replies 9,320 Reputation

As far as playing Neutral goes I've noticed Neutral has the big early advantage of giving you all the tiles for all your planets Right NOW Yep...and you get to save that whole tech thread for planet improvment and put it someplace else. I'll usually research the first one (Soil Enrichment?) since it's cheap, early, and faster to research at that

18 Replies 36,006 Views

I wish I didn't oversympathize with anyone who has their paycheck directly connected to tehir keyboard time. I'd love to see some lengthy Stardock responses to this wave of stargate talk--particularly a rank-ordered list of how much work some of the different suggestions might require. Ooooh, come on now...programming isn't hard... (hide

34 Replies 32,642 Views

Have any of you guys heard of a little know game called 'Stars!'? It was a...I dunno, maybe a Win95 game, so it's pretty old, done by probably just a couple of programmers. Some of the concepts in that game I have yet to see rivaled or beaten by any 'real' space game, including MOO/MOO2 and GalCiv2 (but GalCiv2 does really well). In Stars! each race had 'habitability' statistics comprised of Tempature, Radiation and Gravity. A race could spend points to widen thier habitability spher

34 Replies 32,642 Views

Here is another thing I'd like to see: Maurading Pirates. That do...pirate stuff. How about a 'minor race' of sorts that was pirates. They could run a protection racket against you (or other civs), for them to 'protect' your trade routes. ("Gosh, wouldn't it be a shame if your trade routes were set on by pirates? I hear they're pretty bad in this sector...let me do you a favor. For three easy payments of 250BC, I'll see to it that those nasty pirates don't bother you.")

39 Replies 76,008 Views

Rally points are nice, but it'd be great to have a 'patrol' option for my ships/fleets. That way I could tell a ship to 'patrol' and choose, maybe, the Border Worlds; or maybe All Planets; or, perhaps Trade/Shipping routes. That would be pretty cool to have 'coast guard' type of ships that had long range, moderate speed and armerment with good sensors that could patrol around my empire, looking for baddies hiding in the fog of war. Mmmm...no more fog of war! Delicious! Can I

2 Replies 5,638 Views

I've seen in other threads that Brad is almost certainly going to change the game so that the maximum ship speed is going to be about 8. Really? How come? Do you have a link? That would be a shame, really. It's kind of nice having fast interceptor fleets, not to mention the afore mentioned fast transports for getting troops deplo

31 Replies 23,318 Views

I'd also recommend that you go up to at least Tough as soon as you've learned the controls as you otherwise (naturally indeed) will aquire habits that simply won't work on the higher levels,,and tend to ruin the game for you. LOL...I'm having a somewhat tough time on Normal. Well, I can't say that...this is the first time the AI civs are keepin

18 Replies 36,006 Views

I have been building fleets of 7 transports built on huge hulls. Each has a single adv crew carrier, and a speed of something like 107. Egads. I thought a move of 30-40+ was alot. I think I might switch to a Huge Hull with 2 or 3 Advanced Troop modules and the rest engines for those really big or well defended planets. I'll still ret

31 Replies 23,318 Views

I have no issues admitting I'm a new and inexperienced GalCiv player. I started playing again recently, worked myself farther through the campaign than I ever did before (and without using cheat codes), as well as doing more regular galaxy games. I started on cakewalk, and worked myself up every time I won a game...larger universe, more opponents, etc. However, I always played a Neutral terran. This weekend, I decided I wanted to try something different, and decided on the Yo

18 Replies 36,006 Views

I prefer speedy, midrange, well defended ships. I feel they are more survivable, allowing me to minimize my military upkeep. I can bundle them with cheap attack units or just avoid fleets I can't beat.

17 Replies 11,528 Views

I think defenses are a bit of a long range view approach. As defenses get better with experience, investing on good defenses for larger ships seem worth it to me. I also use combined fleets. I'll have a Huge ship centerpiece that will have sizeable attack and defense numbers, escorted by 1 large or 2 mediums that have more weight on attack but still have good defenses (enough to take a hit or two from an AI Large or Huge ship of the time), along with corvettes/heavy fighters that only

45 Replies 24,127 Views

Ya, it's kinda disturbing that troop carriers disappear when they're used. I guess that keeps you building them as an invasion cost v. just using a couple everywhere. Anyway, I too just use cargo hulls. I tend to make 'lightening' transports that are designed to be launched and invade on the same turn. I use a single troop module and the rest engines.

31 Replies 23,318 Views

I think the way Stardock does thier copy protection is great. When I moved, I left my GalCiv CDs and manuals behind, and didn't know for months (too busy with other stuff to play any games). When I finally had time, I was able to recover my serial from Stardock and download the full game and I was very pleased with that. I've lost games before, or worse, the CD key (worse cuz you have the game, know it's a legit copy but can't play it), and end up just buying it again. It sucks, but

249 Replies 604,248 Views

I got seriously waxed in the Apocalypse mission. I did 3 restarts, and finally decided on my last restart that I'd fight it out to the end. While I got a bit upset because the Dread Lords are so powerful, I liked the idea and feel of a desperate struggle against a dangerous foe. That being said, on my last restart I controlled 4 planets in the same corner captainvideo was talking about. I focused on economy, and traded all my non-military techs for the military techs that I wanted/ne

8 Replies 9,114 Views

Here is my idea for tactical combat. I'll call it GalCiv Fleet Tactics. My idea is to introduce new tactical elements, while keeping complexity for the player to a minimum and keeping GalCiv grounded as a strategy game. Fleet Tactics will introduce one new technology thread, a 'weapon class' and a 'role' feature. I'm also going to give the ship sizes an update, with Tiny, Small, Medium, Large, Very Large and Huge. First, a new combat statistic of 'manuverability' w

91 Replies 174,287 Views

I'm curious if GalCiv will ever add a cloaking device technology thread. It seems consipiciously absent from an otherwise comprehensive tech tree. Cloaking devices wouldn't need to make ships 100% invisible, per se, but perhaps just cut down the range of ship scanners. For example: 'level 1' cloaked ship could only be seen at 50% of the range of a 'level 1' scanner. 'level 2' cloaked ship could only be seen at 25% of a 'level 1' scanner, or 50

0 Replies 1,686 Views

I don't have the beta yet, but 2 things occur to me: 1. Pre-position the majority of your warships inside Yor territory, and capture as many planets as possible on the first turn of the assault. >>Semi off topic aside: I did that sort of thing in a CivIII game...I prepositioned my forces outside the enemy territory, and then parachuted in alot of my forces. The enemy country went from occupying 2/3s of a large continent with maybe...15 or 20 major cities...to being wip

129 Replies 43,248 Views

I didn't know where to put this, so I figured off topic was a good guess. In playing GalCiv, I thought it would be cool to have some way to chronicle events for a given game, and then output that chronicle as plain text or maybe even RTF or HTML for formatting options. Here is what I'm thinking: when I design ships, I will often put some sort of short backstory in, why they were designed, if they are an export ship or if the ship was rushed into production under the pressure of war. I thi

2 Replies 7,998 Views

I dunno how easy any of this is, but here's some of my pet peeves with GC2: When I use the CivManager to look at a planet, it takes me to the colony management screen, but not the actual location in the galaxy where the planet is. Related: no find/search/go-to type utilty for finding a planet. Related: no find/search/etc for finding a ship in space. When I'm upgrading a Star Base it would be nice to see the u

894 Replies 383,061 Views