dlapine1

dlapine1

Joined Last seen Member # 2526623
4 Posts 179 Replies 10,970 Reputation

Hmmm, haven't tried spamming shipyards early on, but by turn 100 or so, most of my worlds are feeding a shipyard, shared or singly. Production on most worlds is at the point when each shipyard can build a basic constructor in 2-3 turns. This is not an unreasonable strategy for the AI.

94 Replies 562,527 Views

[quote who="zuPloed" reply="4" id="3639846"] The credit cost alone is usually deterrant enough to keep me from upgrading until late in the game when I ahve won anyways. I'd rather rebuild my fleet with new versions and sell my old designs to a minor faction. [/quote] You'd be pleasantly surprised at the minor upgrade cost if you have the same base ship design with just 1 weapon type or defense swapped.

9 Replies 19,640 Views

Hmmm, another technique for stronger ships is to only build ships with strategic resources (Elerium, antimatter, etc) for their weapons. A ship with 2 antimatter missles for 32 missile attack can be very potent early in the game. A fleet of such ships can be deadly. You need only research the basic weapon techs in order to have access to these. If you choose this path, you will need to mine, and mine and mine some more. Plus, you will need to research any advanced mining techniques in

16 Replies 42,191 Views

[quote who="zuPloed" reply="2" id="3639798"] Does it really require you to spend it permanently? The way I experienced it is, that the game requires you to have the ressources for building the ship new, but it won't increase the usage once you upgraded. Example: I ahve my arch dreatnought which requires 4 thullium and one elerium. Now I make a version with upgraded weapons (no additional ressource cost). In order to be allowed to upgrade I ahve to have the ressources I wou

9 Replies 19,640 Views

2 points: Limit the number of attacks by engine type. I really like the idea that Taslios proposed of have an attack limit based on the engine type, rather than the amount of movement left. Don't stack in any way for attacks; if you have level 0 engines you get 1 attack; if you have one each of levels 0-4, you still only get 5 attacks Nice way to encourage research on the movement tree, even if the new engine tech doesn't give a dir

28 Replies 150,309 Views

See John Scalzi's "Old Man's War" for an example of a galaxy with many races and little planetary space. Civs would have rogue "wildcat" colonies from desperate or stupid groups with a race trying to colonize in locations not only in someone else's area of influence, but actually on some of their own sparsely populated planets.The official government position was that these wildcat colonists had no permission to colonize and were thus disavowed. Suggestion

46 Replies 151,158 Views

Seeing a similar issue with the opt-in beta (0.97) on a huge map. I have 2 radar ships out (23 sensor range) and have discovered perhaps 75% of the galaxy. All post turn movements for all the other civs (4 major, 1 minor so far) are jerky, as if the FPS dropped considerably. Running an AMD FX-8350 (8 core), R290 & 16 GB ram system, and on the last version (0.95) didn't see this at all.

7 Replies 4,357 Views

1 observation and 2 requests. Thanks for adding the slider control/value display between social and military production . Having the PC compute the exact split based on the percentage allocated is much nicer than trying to calculate it in your head. That was a good idea. As a follow-on, now that we can set production split so precisely, can the "planetary surface" display also show the split values in the production section? &n

0 Replies 2,052 Views

We had the option in GC II and the reasons behind the functionality are still valid. Please help the "just one more turn" players to get the laundry done, kids fed, and all those other real world intrusions. To be useful, the RWC must be visible on the main screen at all times. Thanks.

4 Replies 24,196 Views

Hmmm, What about adding the option for a population module to the list of starbase modules? Not sure what the benefits would be, but it was definitely a trope in recent SciFi that your remote outpost could support families, if you wanted to do so. If nothing else, add population to a starbase would increase the influence it has slightly. Would definitely make protecting those bases more important. I know, it's a silly idea. :)

105 Replies 523,156 Views

[quote who="Lucky Jack" reply="78" id="3440031"] I have an idea that I think belongs in another thread, but I wanted to give credit to dlapine1 for causing me to think of it. ------- How about passenger liners? Ships with passenger modules instead of trade modules that would each first establish a flight route between two planets then carry passengers between those planets, either within the empire, or between empires. Since passenger liner routes would be pa

105 Replies 523,156 Views

Hmmm, earlier in the thread someone mention the possibility of having a starbase in orbit around a planet and being able to use that instead of the planetary starport. I could see this being a useful game mechanic to save some terrain on low quality planets. A "planetary Starbase" could be limited to to the types of available expansion options, or it could act as a normal starbase that allows the planet below to have th

105 Replies 523,156 Views

Some things that GCII didn't do, but could have: Not sure if this is the right thread, but while playing the campaign for dread lords, I found myself constantly counting the range squares with the grid on to ensure that my ships/fleets were outside of the range of the DL's until I was ready to fight them. I know that the new version moves to hexes which will help with eyeballin' it, but it would be nice to have a way to more easily see the exact range of the enemy ships di

46 Replies 200,333 Views

Sounds great. Became a founder, simply because I spend so much time playing GalCIV II. Taking back the Galaxy from the Drengin will be fun. If we are looking at changes to the game based on the way GalCiv II works, then I'm with Vogar on making the science/industry not as easily exchanged. I'm not sure what would be appropriate, but being able to use my universities to punch out production line amounts of ships seems less plausible. Or using my factories for advanced r

28 Replies 32,426 Views