kopema

kopema

Joined Member # 641226
0 Posts 13 Replies 51 Reputation

[quote who="LegacyCWAL" reply="21" id="2373646"]The problem with tactical combat isn't implementation. As you say, MoO2 has it, SEIV and SEV have it, and even Star Wars Rebellion (technically) has it. The problem is with the AI. Everybody is aware of the problems that AIs have, and those sorts of problems are greatly magnified in tactical combat.[/quote] Actually, implementation of a real-time control system into tactical combat would take an awful lot of work.

132 Replies 367,380 Views

Why be limited to one standard colony module? Just allow ships to carry multiple colony modules, and allow Researching of more advanced modules (same capacity and price, but smaller.) That way, you could either seed a bunch of new planets with one module each, and let them take a long time to develop. Or you could give one planet as big a jump-start as you can afford.

17 Replies 18,845 Views

1. Completely redo the economic system. The name "colony" sort of implies some independence, and the whole system of sliders and insta-building really trashes that illusion. 2. Streamline the technology tree. If you're going to have seventeen levels of the same thing, just make it one box and update the version numbers. 3. I think it would be cool to separate technology into two separate parts: Research and Development.&

132 Replies 367,380 Views

I don't like hard caps. Is there a reason that Stardock couldn't just make the sensors work in what seems like a "common sense" fashion: i.e., make their range proportional to the square root of their power? That way, you could make an interstellar AWACS if you wanted to, but it would really cost you. In fact, I wish they'd done something like that with speed too. Instead of just nerfing all the engines to prevent the game-breaking vehicle speeds, the

11 Replies 12,475 Views

Does anybody else do this? The last few games, I'll just develop a basic weapon (usually beams), and then work on general stuff like miniaturization, logistics, engines and hull size. It seems that I always steal a good weapons tech from the first or second planet that I take, then I just start upgrading everything.

9 Replies 9,715 Views

It would be just as easy to make the uninhabitable planets only show up on the minimap. They are nothing but useless clutter on the main map. Maybe the developers just wanted to add a bit more random detail to what might have been otherwise blank screen space. But I wish they'd devoted more effort (and maybe a bit more screen space) to making the icons more useful -- things like indicating ship direction and speed, and maybe showing more useful planet information

17 Replies 14,491 Views

Also i think this is tied into the super ability: Thalans pay 144BC for a factory, i haven't seen this with any other race, it is bomb. The cost to build Thalen manufacturing structures is 1/5th that for other races. That applies whether you purchase or build them, and that's why they also take 1/5th as much time to construct as other races take. BTW, I would imagine that the strategy of using factories to generate research would work especially wel

13 Replies 22,255 Views

Personally I would like to see more "feature-richness" added, than tweaks that simply rachet up the difficulty. I leave Mega Events on and try to grind my way through no matter what, I don't like surrendering to the dev's I guess some people are saying that the developers originally tried to balance the Mega Events, but then a majority of some group of people "voted" for deliberately unbalanced events. I'm registered in my state, and I didn't get

46 Replies 15,803 Views

May I rephrase the first post? "Many things in GalCiv2 don't make sense." Is that correct? It's the essense of most criticism around here. Things in GalCiv2 don't behave naturally. Actions don't have the effect you think they'd have, strategies that should work don't work, strategies that shouldn't work work, things behave unnaturally because the underlying gamerules don't reflect a sensable system, they're made up. That doesn't mean GalCiv2 is bad

46 Replies 15,803 Views

Want my opinion? Replace the pirates with the Dread Lords. That is, change the name 'pirates' to 'Dread Lords', and make the pirate ships look like Dread Lord ships. Then, give them the planet Amalda, and let them keep their fleet. That would really bring 'woe to all' like it says. That's part of the problem: If they'd done the exact same thing and called them the "Dread Borg", then you could at least imagine there was SUPPOSED to be something like a point

20 Replies 7,259 Views

Does anyone know whether the Pirates mega-event goes away on its own after a while? At the stage they came into my game, they were many, many times more powerful than all the Civs combined. My fleet is faster, so I can keep away from them, but building up to their level will take several real-time days - especially with no space stations, miners or Trade ships. In theory I could eventually overcome this. But in practice, that kind of endless tedium isn't a fun way to spend several

20 Replies 7,259 Views

Here's another little tip: Launch Transports with one population and send them from a ship production world to a non-ship building world and scoop up your troops from there. Remember, population can be a lot more efficient at paying taxes and at reproduction if it is spread out. Aside from the morale boost, only the first 2.5 billion people on any planet can reproduce, and the taxes paid are proportional to the square root of the population (so the first billion people on a planet pay

38 Replies 22,385 Views

Wanted to bump this and see what anybody's come up with so far. I think Super Hive makes factories five times cheaper and faster to build. Any others?

3 Replies 4,439 Views