DreadArchon

DreadArchon

Joined Member # 2504668
41 Posts 314 Replies 3,080 Reputation

No it wouldn't. The smaller ships have same damage weapons as larger ships but at a smaller size. If you "attached" it to a carrier which would make it so they dont need FTL engines then you basically completely unbalance the game as they will be more powerful than a huge ship. They'd still be easy to kill, even if you gave them defenses. The

45 Replies 21,323 Views

Super-Projects only affect one planet, period. That's how they're supposed to work. Wonders affect your entire empire. But Omega Research and Restaurant of Eternity are wonders, and they only hit one planet, despite saying that they give overall bonuses (though I admit that Omega Research would be broken if it gave that much to your enti

20 Replies 6,268 Views

Think of it like this - no race can own space. No AI race maybe. I think it's pretty safe to say that I own my space once my military gets running and is equipped with Hyperwarp III. >:-]

6 Replies 3,528 Views

It's unquestionable that carriers would add a new dimension to gameplay, to the point that it's arguable that they should have been in GCII in the first place. They wouldn't change much if implemented my way, and I'm actually making them as an aesthetic ship design already. ([link="http://img.photobucket.com/albums/v351/DreadArchon/GC2carrier

45 Replies 21,323 Views

2.How would spying they dont know about affect them? 3.Do you really think evn if they did know about the spying that theyd let citziens know? 4.This is the same as 2, if your spyings are so secret, how would they be demoralized by it? Erm, no. The idea is, or would be, that agents on the enemy planets would be stirring up toru

11 Replies 7,667 Views

And it was a good decision, too. This way, the only way to know whether the Mass Drivers are going to do damage is if you've fought that race before. I once used them against a 25000 population planet with only 1000 soldiers, but won due to my massive tech advantage (I had 153 soldiering, they had 16).

13 Replies 8,024 Views

So, basically, some jerk aliens kidnapped a bunch of cave men from Earth, gave them some good technology, and threw them onto the homeworld of another race in order to deal with the natives there--the Drath. The Drath, despite being a clever and industrious people, couldn't resist the influence of the technoboosted cavemen. They were driven into hiding, but saved from extinction by a member of the "jerk alien" race who felt sorry for them and gave the survivors a new world. Thousands of years

4 Replies 4,342 Views

Huh. Well this is odd... I guess you guys have a point. While still in the process of building worlds, the AI in my games has worlds that look like they'll turn out like this: [link="http://img.photobucket.com/albums/v351/DreadArchon/GC2goodworld.jpg"]http://img.photobucket.com/albums/v351/DreadArchon/GC2goodworld.jpg">Link However, most I'm seeing now are somewhat blah, like this: [link="http://img.photobucket.com/albums/v351/DreadArchon/GC2goodworld2.jpg"]http://img.photobucke

11 Replies 35,555 Views

I think the AI should have a hard-coded rule. Do not develop anything on bonus tiles other then a building that receives the bonus, if there is another empty tile avaliable... That's something 100% of players would do, and anything that 100% of players would do can be hard-coded. Argh, no! What about farms?!? What about manufacturi

11 Replies 35,555 Views

Right, but I've ONLY seen them research it in preparation for a tech victory. With tech victory off, they'll research literally everything else before going for discovery spheres. And I mean EVERYTHING... see, I like the Battle of the Gods scenario, but I don't want to play humans, so I'm going through my current game with planets all over the place and Fastest tech. They simply will not research discovery spheres unless they have no other option (or are going for Tech Victory). I

6 Replies 27,818 Views

Your suggestions are great, especially Auto-Launch and the ability to move several fleets at once. Starbases should give a (installed)/(possible) number string for modules on their short info display at the bottom-center when you click on them, below attack and defense values. I'm tired of waiting for the details screen to load (takes a few extra seconds in Gigantic) just to see how many modules they have. Creative: Nobody knows. Spend points elsewhere.

3 Replies 6,751 Views

With a stick, while they sleep. No, really? Try being diplomatic. The Torians come off strong in my games too (odd how races seem to be consistent for each player, but different between various players...), but I don't generally play Evil, so I can usually just talk them down until such time as the epic battle between Good and Neutral reaches its climax...

13 Replies 5,255 Views

For a mod, do whatever you want. If this got implemented officially, in any form, I'd personally hunt you down and... well, probably just give you a good slap. But still. It doesn't make any sense for life support to be on a leash--turn-based life support makes sense (X number of weeks before you must resupply somewhere), but not area-based, so why make it worse? It's already a HUGE pain to get to enemy civs, what with the range cap and the fact that you can only put one constructi

14 Replies 11,594 Views

You're ranting because they fixed a bug? Hmm... Don't be so hard on him. I'm enjoying this thread. It's not every day that someone gives an "OMG GAME TOO EASY?!!!1!!9!!!" thread while playing Sub-Normal difficulty...

9 Replies 4,220 Views

Based on all the negative feedback we get on the forums, I was getting the impresison that we'd be better off pointing things to a dedicated community site. That's like cutting off a leg to cure a hangnail. You ought to get some forum software from someone else that works on all browsers (I can currently only use this from a Windows computer,

88 Replies 111,234 Views

I propose a much simpler method of carrier implementation, though I suppose it wouldn't "feel right" to most people: All Tiny ships in a fleet take the movement and range values of any Huge ships in the fleet. I don't currently use ships smaller than Huge in offensive forces because they can't carry the engines and life support to make it to battle, even stripped of weapons and armor! If Tiny ships could be "attached" to Huge, it would solve it. You could even make it more carrier-like by pu

45 Replies 21,323 Views

Click on the Civilization Manager at the bottom of the screen. Click on each column heading in the Planets tab to sort the planets by that heading. Click the same heading a second time to toggle between ascending and descending order.

1 Replies 1,923 Views

I think that's pretty descriptive. I haven't tested to see whether donated Discovery Sphere tech would result in their construction, but I still consider it a problem that the AI simply will not research Discovery Spheres. On the plus side, I'm guaranteed the Omega Research Center...

6 Replies 27,818 Views