I understand and like the concept behind the pirates, and when I get attacked by them, I try to look at it as an opportunity to level my capitol ships, which seem to slaughter them fairly well. My problem is with the frequency with which you have to play the eBay mini-game with them. Instead of snarky comments, can someone post the line and the file where one can change the frequency manually until they put in a slider? [link="http://cgi.ebay.com/PLAYMOBIL-5775-PIRATES-ATTACK-291-PIECES
Habadacus
When the AI asks you to do something, it seems like they ask an awful lot of you. 14 Tactical Structures? 15 ships? Should be more like 1 structure just to say you're helping to put the pressure on an enemy, not "Hey buddy, would you glass this system for me? I'll give ya some crystals..." every 10 minutes. Also, today I was literally in the middle of bombing an Advent world, when they chime in telling me if I want their aid I need to do such and such. That kinda shattered the immersion
Hi All, This is probably a silly question, but I couldn't seem to find the answer in the manual. When you come across a neutral extractor it says "Invulnerable" and "Can be Captured". How exactly does one capture one of these? Thanks in advance.
The combo of firepower sufficient to destroy a planet, and high armor/HP does seem a little odd. Maybe they should be more like siege weapons in other games, great at what they do, but quick to die when engaged in normal combat, like a Trebuchet in Age of Empires. Then they would still be able to perform their given task, but would require support to be effective. Another thought would be to give them less HP, but more shields, but in order to siege they need to bring thier shields dow
Agreed, if this is going to be the total interaction with the other races, it needs to be way less annoying. My fleets are busy enough protecting my empire, thank you very much, to be doing odd jobs for everyone else every 10 minutes.
More component / weapon options to build a bigger variety of ships and something , anything, for us to do with Class 0 worlds. Just that, and I'd buy an expansion. The weapon choices now are boredom city.
Think of it this way, if you get a good combo advantage of weapon/defense and win a battle against the AI, with cheap upgrades the next turn you could be facing an entire fleet of AI ships configured just to right to beat your winning design Currently, it takes at least 1-2 turns to upgrade a ship, so this would not be possible. I'd be more tha
You'll notice in the sub-text for the tech there is absolutely nothing listed in where it would normally show new things or bonuses made available
Agreed. the whole point of hardpoints on a ship is that you can swap one weapon system for another on them. There should certainly be a cost in BC and time, but as of now the BC cost is prohibitive.
Cool idea. Maybe a building you could build, a "Starfleet Academy". Ships in orbit above the planet would gain XP up to a certain cap. This would enable a relatively peaceful empire the chance to compete with the experienced fleets of a war-like race.
Bump... how do we do this ourselves??
4. Elerians. LOL Damn right! Is a Galaxy so devoid of Space Hotties really worth fighting over?
Fix Quick Build List so it doesn't show obsolete/deleted designs
Not sure the answer to your question, but I agree something is off with the calculation, and it's a problem because the AI treats based in large part based on your military strength. My First game I put off building military ships until I had what I considered worthy tech to put in them. The AI went at me like white on rice. My Second game , I went the opossite route, and put 1 attack 0 defense small ships in all my worlds ASAP even though they sucked spaceballs. Not only has any AI
i would guess not. The Capitol is more of an administrative building, it doesn't actualy do any manufacturing in and of itself.
I noticed the Quick Build list bug also. I'll design a barebones ship just to get the jewelry just right, name it "Predator" and save it pending future research. Then I'll go back and use the upgrade feature, add components, and overwrite the design name with the fleshed out design. It will ask if I want to replace the design, but for the rest of the game whenever i look at the quick build list I will always see two "Predator" designs, the barebones one and the real one. Makes a feature designe
Here's an interesting counter idea: How about a Starbase module that jams sensors? It would create a field around the starbase (radius depending on tech and overall balance) that was permanent fog of war, except for the basic "visual" range of any ships within the field. That way both you and the AI could cover strategic areas from sensor spam. Could be a fun addition, and opens the door for lots of surprises.
Definatly depends on the galaxy, but i really love it when i have a minor in my space cause it gives me a stable trading partner and make it easy to line the route with +trading starbases. Plus they make good low-maintainence pets, and I like destroying the fleets of those who would despoil the pets of the Emporer.
I hear what your saying, and that sounds like a fun idea. A tactical space combat game based on the GalCiv universe and building upon the 3D engine they have already built would be a blast. Don't know about a space opera though, never played any star controls.
I'm reserving my judgement on this until they fix the missing techs that you're supposed to get with the various alignment choices
Here's something I'd like to see in a future version: When setting up a new game, allow the option to make all planets of equal value, perhaps user defined. This would force all habitable worlds not in the home system to have uniform PQ and perhaps a uniform distribution. A race getting a high quality planet has an unfair advantage giving the randomness of their availability. I hate to learn after hours of play that I am going to lose or win, simply becuase the random gene
Build troop trasports and load them up with the malcontents and let them languish in the cold vacuum of space and contemplate the true meaning of unhappiness.
Or here's another idea: How about when a tech is traded, the reciving party doesn't get the whole 100% of research, but gets maybe 50%? That would still be good to have, but you or the AI would still have to spend a few turns to finish the research, slowing the tech spam in the early game.
I think renaming starnames should be added, too. Sometimes my star's name is "custom star". I looks vey stupid to me and i cant change it. You can set that up when you are configuring your custom race. Once the game is started however, you're stuck.
Although the PQ event does sound a little much, if you're not happy about getting the rangers, you could always just scrap them for cash and go about your game the old fashioned way. Of course if an AI gets it, then thats a whole 'nother story...