Malekish

Malekish

Joined Member # 2096844
21 Posts 104 Replies 10,640 Reputation

Didn't want to start a new thread so I thought I'd post it here. I won't play Vasari any more, they require too much micro-management to really take advantage of their abilities. Example: One of the caps has an ability that shuts off phase jumping for a short time. Cool! That freaking rocks! Except they have another ability you'd like to use in combat and with them both on auto-cast it burns out the power pool too quickly and then the ability isn't available when you need

71 Replies 12,594 Views

Sorry, I didn't see it anywhere in recent history (like month and half) and I hadn't tried the last flagship option until the most recent patch, didn't know if it was a new bug or not.

3 Replies 2,539 Views

Are you using Firefox? If so, check the link at the very top of the thread, there's something about this forum and Firefox that it doesn't like, but if you read the mirror on GalCiv2.com it shows it all.

8 Replies 3,345 Views

Psychoak, This has nothing to do with 3-D models. Take a marble, put it on the corner of your street. Take another marble, the same size, and put it 300 feet further away. Now turn and walk 500 feet past that. You're starting to get the idea of just how big space is. Now repeat the experiment but instead of using feet use miles. 3-D graphics, 2-D graphics, heck, if you can figure out how to do it with 1-D graphics, it's a moot point. Consider how large these ship

21 Replies 5,341 Views

They also shoot through each other. Re: shooting through each other. Space is big. Really, really big. Ships, in comparison to space, are unbelievably tiny. Our "frigate" icons are the size of planet icons not because that's the scale but because we couldn't see them otherwise. They're not sharing the same space, it just looks that way. Neither are they shooting through each other.

21 Replies 5,341 Views

Just some random thoughts / replies, in no particular order. Slowing down capitol ships: No. It takes so long for them to move from system to system, slowing them down would be bad for overall game play. Power of capitol ships (and many other things): We're only seeing 1/3 of the races, for all we know there's a race that has abilities that crush capitol ships on sight, but cannot harm frigates. This is all part of balancing, patience. Collision detection. Space

21 Replies 5,341 Views

I know how difficult this is to program from a pure AI standpoint, but there should be a way of hard-coding some options that could be controlled via a UI toggle. Best example of a hard-coded attack tactic to use, the game can make units abide by these rules but would have a hard time coming up with by itself. Mobile attacking force attacking static defenses, especially when defenses have range We all know the scenario,

5 Replies 3,394 Views

(One of many) Tech research items that needs to have it's cost changed: Modular Architecture Level 1 costs 600 credits (ignoring metal and crystals for a minute) and reduces the cost of mines, light factories and capitol ship factories by 8%. Mines cost 250, 8% reduction = 230 cost. You need to build 30 mines before level 1 ever pays for itself. Light factories cost 600 for a reduction of 48 credits, 12 factories before break even and capitol factories save you 80 credit

595 Replies 415,816 Views

There's a lot of "unrealistic stuff" in the universe, as well. I'm not talking _habitable_ planets (since we've yet to find another of those) but you very easily can find cold planets closer (no atmosphere = heat leak into space) as well as hot planets further away (global warming gasses plus intense gravity from nearby gas giants). Even so, that's just window dressings, if we want a more realistic spread of planets there will be one usable planet every couple hundred stars. Not as m

25 Replies 6,644 Views

I had the tech (was near the end of tech tree) but it was probably antimatter. One of the Devs stated they want people to spread out fire and not focus on single targets. Traditional military tactics says to focus and wipe out the most damaging thing you can the fastest but the dev indicated they want degrading performance. Assuming they can get it balanced properly it should be fun.

5 Replies 3,237 Views

Played my first couple games after pre-ordering, so far I'm liking this a lot but I have one concern area. The very short version: Am I going to have to micro or are my ships not using all their abilities a known AI issue? The long version: Many people playing RTS' love "micro" aka micromanagement. While I understand that and think it should matter in head-to-head games, I don't enjoy it and prefer to have my units fight unattended. I find myself sitting zoomed out to wh

5 Replies 3,237 Views

The only problem with multiple alliances is someone will go to war and then insist you either help them or drop the alliance (taking a hit in reputation). Of course, you can just avoid those nasty, entangling alliances.

13 Replies 4,384 Views

Charles, We understand the mechanics of why the population bottoms out but I think allowing 1 agent to essentially "kill" 3b population that easily is too easy. Especially since the chance of getting caught in 1 turn is much lower (hop the same spy around turn after turn, reducing all planets to ~6b, crushing their economy, making them easier to invade, reducing their overall influence and I'm sure there's more effects. Of course, you will, oddly enough, increase their morale). <b

26 Replies 19,791 Views

Re: Environmental research & Trading That'd be cool if you couldn't trade them but I suspect it's a programming mess to do that. I suppose you could up their "perceived trade value" way up high so they wouldn't give it up, but then you'd have to be careful so they wouldn't give the farm away when you offered it. One thing I found last night, is it possible that you get at least 50% ability when someone surrenders and gives you a planet? I can see you not automagically gettin

29 Replies 11,978 Views

Well written post, I agree with most of your points. The Pirate mega event needs tweaking, right now it's a little bit too much. Quite literally, they shut down the entire game I played last night. 2 races went under and surrendered to other races because the total collapse of their economy (low taxes / higher income from trading event also going on). The entire game came to a stand-still, I had to cut spending down to 15% just to cut my bleeding (and this is after my entire military

29 Replies 11,978 Views

Ok Kryo, how about an option to tell the AIs 'If you don't aid me in this war you're going to have to drop the alliance' like they always tell me. Stupid $^%Q^!! Terrans are trading with everyone and their brothers while the entire rest of the galaxy declares war on me.

15 Replies 10,454 Views

You no longer collect intelligence like you do in "vanilla" GC2. Instead you only gain intelligence on a race if you have a spy on their planet(s). Therefore there is a benefit from leaving a spy on someone's planet for a long period of time. It gets mean when people start mass-targetting the same type of building. If you think your opponent is low on cash you can target their economic capitol and all their stock markets, for example, crippling their economy until they can remove tho

24 Replies 9,244 Views

I believe it is fixed in DA though, so yea, that will make small hulled ships pretty obselete. In DA you can still get effective use out of tiny and small ships but you have to think about it first. The logistics of the larger ships are getting changed to accomidate the changes. Personally I've always built "supply fleets" of the small

65 Replies 26,789 Views

Higher speed on freighters is only usefull to decrease the time it takes before it reaches it's target when you're trying to establish the trade route. I stock my freighters up with Sensors, that way while they're doing their little shuffle between planets they're also illuminating parts of the map. Once the trade route is established the ship icon only moves at 1 / turn. This doesn't mean the value of the trade route is diminished, it's just a game mechanic. The trade route generate

6 Replies 2,867 Views

You guys are all wrong. Didn't you see my post? Even Kyro's battle simulator gives 88% chance of victory for his ships. Yes, I saw your post, and while I haven't crunched the numbers in detail I know the math well enough to get round numbers in my head. 5 attack vs a defense of 4 (shield) and 4.x (sq rt of 18 Pt Defense)

30 Replies 10,030 Views

While on the subject of spies in DA... Has anyone found an easy way to know what your current intelligence level against a target it? I always forget which race I've been able to keep a spy on the longest, how much intelligence I've collected and haven't found a setting for a simple way to know my level.

24 Replies 9,244 Views