Bradylama

Bradylama

Joined Member # 2373812
0 Posts 25 Replies 55 Reputation

You can't nerf Cargo Sensors without making them useless compared to combat hulled scouts. The sensor radius is already set at 12 or 15, so it's not as if you can see everything for 5 sectors anymore. The only time it really counts is for smaller maps, and if that's the case, then the best way to nerf that would be to scale down sensor radius, or scale up sensor size.

19 Replies 23,893 Views

If I'm looking for an Alliance or Technology victory, then conquering minor races becomes the modus operandi. If I'm looking for a conquest, though, I love the minor races, because they're low-risk trade partners. Plus it's fun to see the little guys make an impact for themselves with the right support. With my techs and trade the Snathi have taken 4 Arcean worlds. So proud. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0

37 Replies 24,706 Views

Essentially no different from the Sensor Probes in the original galciv, only potentially faster. Making it so you can't put sensors on cargo hulls sort of defeats the purpose of letting the player design his own ships.

19 Replies 23,893 Views

Generally I've found that the AI tries to compensate with its own Influence Starbases and by building Embassies on their own worlds. If the player has access to an Influence Resource, though, nothing short of a fleet of Dreadnoughts is going to stop you. Maybe Influence could be balanced by getting rid of Influence Resources. If the player could choose what types of resources spawn in the galaxy that could alleviate the problem.

11 Replies 7,544 Views

Generally your planet bonuses will be obvious. If you've got a tile with a 700% manufacturing bonus, its fairly obvious that it's going to be your manufacturing capital. Plan your tile placements out ahead of time, and leave one or two open for a galactic or civilization wonder. You'll get more later on as you develop terraforming improvements. Generally I try and build one of everything on my planets, and then overload it with

14 Replies 14,805 Views

You could also look at the amount of money you spend on the Industrial capacity it takes to construct those ships. Each turn they're being built on, say, an 80 MP planet, you're paying for those 80 Military Production. It's more math than I'd like to get into, but it may not be cheaper some times.

9 Replies 11,615 Views

Looking at Draginol's gameplay example, where he used Drengin hulls as a Human, the ships he designed looked absolutely nothing like standard Drengin fare. Like somebody said before, the differences in modules have to account for something. Of course, if they don't, it'd be more than simple to set those aesthetic differences in an update or a user-mod. Nothing to get your knickers in a bunch. <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quo

21 Replies 23,046 Views

Trying to play through a game of Gothic 2 by joining the mercenaries. It's a lot more boring playing through a second time than I thought it would be. I'll probably spend the next two days watching the History and Discovery channel while talking to myself and writing occult messages on the wall with my blood.

67 Replies 80,680 Views

That way of looking at it is particularly reflected in logistics considerations. The amount of points a ship takes up for a fleet increases by twos. Tiny hulls take 2 points, the next largest 4, and so on and so on. It's presumable, then, that the resulting ships scale up accordingly. Snub fighters in warfare like that in Galciv would more likely be robot or remote-controlled rather than sentiently run.

12 Replies 9,636 Views

Targetting specific ships or modules is already entering the realm of tactical combat, since you're implementing basic tactics to gain leverage in a situation where your ships otherwise might have none. Besides, the combat viewer itself appears to be designed exactly like that, as a viewer. I haven't played the Beta, so correct me if I'm wrong, but since ship combat is basically just a replay with all of the hit rolls pre-determined, it'd be impossible to code any tactical functions

9 Replies 13,301 Views

The 1 and 2 are categorical identifiers, like how episode 104 is the fourth episode in the first season of a show, as opposed to being the actual 104th episode. I figured they were seperated like that, because they deal with management, and combat tutorials.

15 Replies 15,710 Views

Also, as a heads up, bink video doesn't have any navigational tools whatsoever. If you stop a video in the middle of play, you'll have to watch it over all the way from the beginning. This was a huge pain for me when I had to stop the Developer Commentary that came with the FEAR DVD edition. If you have to pause a video, selecting a different program seems to work, so long as it's on top.

8 Replies 6,744 Views

Does anyone know where to put custom race images? Also, can you convert .jpg to PNG images, and if so, how? What is a PNG? PNGs are basically high-quality image formats. You could convert a .jpeg with a simple editor tool like Irfanview, and I imagine all you'd have to do is make an image with

37 Replies 39,197 Views

I've got two ideas for races. The first I call Legion, for they are many. Basically just some kind of bug or furry beasty that's hell-bent on conquering the universe by swarming everybody with tiny hull class ships. The second I call the Neutrals, and are based on the Neutral People that were to host the headquarters of DOOP in Futurama. Grey/White color scheme, don't make any commitments whatsoever. Mostly neutral. They feel nothing on

37 Replies 39,197 Views