No ranges?

Hey, just noticed there are no ranges.
Will this be an option or you rouled them out?
I do remember all the coding problems you had in OS/2 to add them and solve AI issues....
170 views 18 replies
Reply #1 Top
we definately have to have ship max ranges implemented. it adds a real depth of realism to it.
Reply #2 Top
Maybe as an option, but I totally agree. I think it adds more of an empire feel to a game. Maybe allow the occasional far flung colony (due to events, worm hole, etc) but most colonies should be connected in range to the 'motherland'.
Paul.
Reply #3 Top
I'm going to admit my ignorance of the original game...how did you conquer the entire galaxy if you couldn't go beyond a certain limit?
Reply #4 Top
To answer the first question: No, there won't be ranges. Not in 1.0 anyway.

To answer Cari's question:
Each ship had its own range and so you couldn't just send a conquering fleet to the other side of the galaxy to fight, you had to make your way to them. It added realism but made the AI much less effective in many respects because it was a lot more computing in order to create such a strategy. I'm torn on the whole issue of ranges because I like them conceptually but didn't like them in practice.
Reply #5 Top
"I'm torn on the whole issue of ranges because I like them conceptually but didn't like them in practice."

My feelings exactly. I love it in theory...but seldom played with it.
Reply #6 Top
"You had to make your way to them" is not quite clear. Since I greatly enjoyed the OS/2 version of
GALCIV from V1.0 through V2.5 (I missed the golden version) I can add this to Brad's explanation:
You make your way to them by colonizing systems between home and there extending your range. You
also researched techs and built wonders (and improvements?) that added to the range of your ships.

A side note, should ranges ever be considered again: I feel that the initial range of zero for some
of the ships (as was the case in the OS/2 version for transports and lower level offensive ships)
was too low.

Cheers,
Jack
Reply #7 Top
Always used it since it appeared.
2 completely different games.
Let's keep the option open...
Reply #8 Top
Perhaps a different approach would work better for the AI?

Instead of ranges why not put sector limits? It's effectively the same thing, you already have it implemented on the mini-map (only plaets within 1 sector appear on the mini-map), and it may be easier for the AI to work with.

This would mean that a ship can only 'see' a distance of x sectors away and can therefore only attack or colonise that distance. If it reaches it's destination and fails in it's objective (planet already colonised or conquered by someone else) then the ships return to a controlled sector before starting again.

Would this be easier to implement for the AI to work with?

Paul.
Reply #9 Top
...ships return to a ...

This means I loose control of a ship until it returns to a sector I conttrol? I don't like loosing control that way.

Cheers,
Jack
Reply #10 Top
It won't make it into 1.0, pretty sure on that. But as an option in future versions, it's possible.

I just worry it limits the diplomatic issues. I want to be able to go to war with anyone. Not just who happens to be near me.
Reply #11 Top
Good point. Also, not being able to trade with everyone initially is a problem. But...
that is how the civilization of this world of ours progressed.

Cheers,
Jack
Reply #12 Top
Ranges would be a nice option after the release but with only 6 alien races, that would be a problem. Maybe future versoins of GalCiv could have 20 ot 30 races to play with. Then ranges would make more sense.
Reply #13 Top
I dislike being severely limited by ranges on ships. As Brad said, I like the option of warring whom I like, not having that choice takes away from the game in my opinion.
Reply #14 Top
It was an option in the OS/2 version. I would hope that if it got introduced into the Windows
version it would also be an option.

Cheers,
Jack
Reply #15 Top
How about applying ranges to colonisation only? Hence you keep the empire feel but can send battleships anywhere!

Paul.
Reply #16 Top
Paul,

How would you explain a tech advancement that allowed an increase of range to a colony ship but
not other ships?

Cheers,
Jack
Reply #17 Top
Size!

A colony ship or a transport must be huge to carry all the people required. I could very easily argue as a scientist that the mass of such a ship causes instabilities in the hyper drive which could do any of the following.

(a) damage the hyperdrive making it a one way journey!

(b) reduce the possible range

(c) create a chance of exploding the ship increasing with distance!

Such an simple explanation really. Completely fabricated, but works!

Paul.
Reply #18 Top
Sounds like an argument. But I don't buy it. I don't like argumentst that claim an
impossiblilty. I don't believe in "its impossible".

Cheers,
Jack