Destroying star systems using starbases

Terror Star

https://www.galciv2.com/mods/gc2modsdoc.htm#StarbaseModules
This is really a big story but stardock must let it be in the game. I was looking in the A Brief Guide to Modding Galactic Civilizations 2: Dread Lords that CariElf did and when I got to the Starbase Modules line I saw something like this: These are the possible StarbaseAbility strings: AttackAssist Increases the attack values of ships with weapons in the area of effect. Culture Increases the influence of your civilization in its area of effect. DefenseAssist Increases the defense values of ships with defenses in the area of effect. Mining Increases the bonuses from mining a resource ProductionAssist Increases the production on planets in the area of effect. RepairAssist Increases the rate at which ships repair themselves in the area of effect. ShipDocking Unused, but was meant to allow ships to dock at the starbase, similar to being in orbit of a planet. SlowEnemies Decreases the move/attack points that an enemy ship can use in its area of effect. SpeedAssist Increases the move/attack points that one of your ships can use in its area of effect. StarbaseAttack Gives the starbase weapons StarbaseDefense Gives the starbase defenses StarbaseRange Increases the distance that a ship can travel from the starbase StarbaseSensors Increases the sensor range of the starbase TerrorStar Currently not implemented, but it would be a special kind of military starbase that can destroy star systems. Trade Increases the amount of revenue that a freighter on a trade route brings in while it is in the area of effect. now look on the line of TerrorStar and you will see it can destroy star systems and I said WOW COOL I'll check it right away! and of coruse it didn't work because CariElf also said that it is currently not implemented but I ignored that line.... so this is a question for stardock! Could you make it possiable to destroyed planets?
25,410 views 11 replies
Reply #1 Top
I take it you didn't play GalCiv 1... It was an integral part of the game... Getting it working is I guess easy... game balance is a bit harder...
Reply #2 Top
Is there a way of actually making a Star System dissapear in GC2? I've made an Invasion Tactic that drops the planet (at this point untested) down to 0, so that once your expendable troops win, it becomes unihabitable, but what better than to kill your scummy, ugly enemy than to wipe their entire race out while still hunting them through space.
Reply #3 Top
No, it's completely disabled and impossible to do as of now. It will be in the expansion though. In GC1 the AI couldn't use them, and they refuse to allow players to have an unfair advantage like that. By the expansion they will have done enough to the AI to use them properly.
Reply #4 Top
I've made an Invasion Tactic that drops the planet (at this point untested) down to 0


This won't work, I've tried it. I've also tried to set it to destroy 100% of improvements but it never does.

Reply #5 Top
Spave Empires 4 and the soon to be released Space Empires 5 have weapons to destroy planets and stars.

Almost every thing in popular science fiction exists in Space Empires...creating planets, creating stars, Ringworlds, Sphereworlds, easy management of a whole list of your planets via constuction que list and other lists, real terraforming, humungous space battles via strategic or tactical, real planetary bombardment , hundreds of components for ships AND troops...yes you design mechanical troops too, what ever you wish to do in the game has a means of doing it, espionage and intelligence projects, you don't get to cheat by seeing what technologies opponents have in diplomacy...this takes intelligence projects, advaved diplomacy choices...subjugation and protectorate to name a couple, carriers with fighter bays, design your fighters with researched components, 20 races to choose from plus many neutral races or create your own, add your created races to a game, systems with up to ten planets, creating more planets from asteroids...

...I could go on and on...

At first I was a little disuaded by the older graphics (from around 2001, but not too bad) but the game just has so much depth...and several years of upgrades to make it near perfection. I fall asleep and wake up thinking of it.

Many of the concepts in Space Empires are being considered for other games but Space Empires is still moving forward with additions to Space Empires 5.

I'm eagerly awaiting Space Empires 5.

-Wade
Reply #6 Top
Space Empires is a totally different game than GC2, and comparisons are largely meaningless. Try playing a SE game against the 'AI'. Not so good... it's much better suited to multiplayer action. It's far, far too dense for widespread consumption, though.

PS the idea that incorporating as much from pop scifi into a game makes it better is ridiculous. GC2 already makes me wince with it's adoption of ST broken science, and SE is worse by virtue of having so many more techs/devices. But really, what's the gain by constantly describing glowing projectiles as 'plasma' or relegating lasers to the bottom of a tech tree? It's entirely acceptable for a game to make up it's own universe, including technology. TBS space games never seem to do so, whereas modern or fantasy TBS do all the time.
Reply #7 Top
from waht year is the game "Space Empires" it sounds very nice
Reply #8 Top
The new SE V will be out sometime in sept. 06'. The Ai while initially "dumb" usually gets a "big upgrade" with user mod's. (And note SE V is promised to be very moddable.)

Personly, I think it took a turn for the worse. When SE replaced Time based space combat to Real time Space Combat.

But this is the Wrong forum to Gripe on.

Reply #9 Top
What*

Thanks