IronBat1

IronBat1

Joined Last seen Member # 2994764
1 Posts 18 Replies 305 Reputation

Perhaps the gas giant and zero level planets could act as "Easter Eggs" in the game - another form of Space anomaly. For example, you know how in the game where if you accidentally send a colony ship to a planet that requires a terraforming technology you dont have yet, and it pops up a message something like: "You need to research Barren World Colonization to colonize this planet"? Well, maybe if you do this against a zero level planet, it instead randomly pops up a dialog with an "E

76 Replies 271,553 Views

Sure. Gal Civ enthusiasts. Hmmm. People who play a game where they conquer and pillage a galaxy full of beings, launch massive landwars that take billions of lives, make friends with other alien races then backstab them in a mad rush to colonize or take over their planets. Or who play homocidal species of aliens that feed slaves into furnaces. Hmmm. Yeah, I'd really like to hang out with that bunch!!!! ; ) All tongue-in-cheek of course.

53 Replies 79,718 Views

With regard to small ships having too much range. I always thought that the Life Support Technologies should be tied to the size of the galaxy. For example, if there are 4 Life Support technologies, then all 4 would need to be researched for any ship type to get from one end of the galaxy to the other, and only 1 Life support module could be attached to any hull. So if you have a maximum size galaxy, you need to research all the Life support technologies for a ship to get from one end to the

83 Replies 397,179 Views

And speaking of pirates .... lets beef them up a bit. In most games they just kind of sit around doing nothing or simply attack starbases and constructors - but that is all they do - attack stuff with no rhyme or reason. In most games I play none of the races bother to take them out either unless their ships happen to run into them on the way to invading another player's territory. The Terran Tyranny ... uh ... Alliance, is usually the one who has to mop them up. Pi

46 Replies 200,307 Views

Nah, Kona just looks that way because those damn humans keep popping up like cockroaches. You can never quite exterminate them. He got the old washed up look after the humans came back from the pocket universe in GalCiv3 and started using the Drengin as dish rags in their mop-up operations...

49 Replies 255,128 Views

I think Gal Civ 2 already does a good job in limiting expansion. For example, you can land rush all you want and colonize many worlds, but I have found (too often to my dismay) that if I colonize too many too quickly and try to build out too quickly I rapidly run out of money and basically you get so far behind technologically and morale wise that you wind up losing the planets anyway. Plus you can only rush build so many colony ships at a time before you hit a similar financial wall. I used

73 Replies 269,734 Views

How about a somewhat reconfigurable map that can be placed on multiple monitors. For example, right now when you choose a galaxy size you basically get a 5x5 or 6x6, etc. grid. How about you get an additional configuration option to choose the shape of the "grid" For example, instead of having a 6x6 square (i.e. 36 tiles) you get a choice of what shape the 36 tiles should be arranged in - like maybe an "L" shape, or a Rectangle shape, or allow you to design your own galaxy shape - maybe you c

15 Replies 45,157 Views

No, it means that only the Drengin consider Ciliated Grub Worm toenail shavings a delicacy that others don't. These uncommon and large creatures are found on small planetoids and eat solid rock and and anhydrous ammonia drippings. According to the Drengin they are quite the tasty treat. The toenail shavings also have a more practical use of being a fast-acting Torian poison neutralizer for those times when Drengin invade Torian worlds. Very handy for all those wars the Drengin get involve

46 Replies 149,852 Views

A thought: Maybe certain Class 0 planets could contain particular resource types that would be highly enticing to specific races and could provide extra influence or leverage when dealing with that race. For example, maybe a level zero planet has some type of mineral highly desired by the Drengin but no other race. This would show up in a list of tradeable commodities on your Diplomacy screen. For this type of trade good there might be a diplomacy number attached to it and this cou

46 Replies 149,852 Views

Well for the sake of argument and to add a few more good ideas to a minefield that I came up with: 1) So you want a way to destroy the minefield, well lets take a few lessons from actual "Earth History". Think of these mines as if they were in an ocean (of space). How did the Navies of the world get rid of them? Minesweepers. So to get rid of mines, you need a new ship type or a constructor with a mine-sweeping module. This could do the trick. However, there should be a

141 Replies 495,386 Views

Well, it's not that the minefields are indestructible. It's just that the race who built them would have to obsolete them. If that race gets conquered during regular warfare invasions, or surrenders, then the minefield becomes an asset now owned by the conquering civilization as part of the spoils of war, and it is up to them if they want to disable or obsolete the minefield. Obsoleting a minefield would effectively remove it from play in the game. As far as game balance goes,

141 Replies 495,386 Views

I would like to see a new type of space item or anomaly, that acts like an instant teleport. It would be like a space resource, in that there would be several of them scattered about the galaxy, but they are actually Arnorian constructs. The first constructor to reach and build on it, owns it. From that point on, any of your civilizations ships could travel to it. Once they reached it, they would be teleported to another part of the galaxy. Here's the interesting part.

73 Replies 269,734 Views

How about a game feature where you can deploy a new type of space object called "Mine field" around your territory. These would incur a cost and would need a certain level of technology to develop. You would need to place one at each grid's point (i.e. 4 per parsec or tile - one for each corner). Then if any ship wanders into any tile so protected, it would be destroyed or at least take severe damage. This would affect all ships - friendly or enemy, although this could be a selectable opt

141 Replies 495,386 Views

Here's a thought. This could also come under the category of space anomalies or Mega-eventa: You can have stars that are going to super nova, or pulsar stars where at random intervals, the star goes through pulsing intervals or episodes of expansion and contraction. During these intervals (and there should be some sort of warning given a few turns in advance that this is going to happen), the surrounding hexes or parsecs could not be travelled through. If your ship or fleet happen

3 Replies 9,357 Views

Recently installed Fences 2.0 over original free Fences. Everything worked ok for awhile, then out of the blue, it would start to crash for no apparent reason. I tried a number of suggestions from different forums for others experiencing the problem. Turned out to be a problem with shortcut icon in one of the Fences. The shortcut was pointing to an application that was no longer installed. Once I removed that, all my problems magically went away. I spotted it by pure luck as I had ove

0 Replies 3,646 Views

Well no one seems to have replied to this for a long time now, so I guess I will try a crack at it. Could it be: 1) Put a military starbase in every place you intend to move the Terror Star through. So you would have a long string of military starbases end to end across the galaxy. Would take a lot of resources and money. 2) On each military starbase, make sure it is loaded up with the modules that increase ship speed. I don't know the maximum this would be, but it is probably

73 Replies 234,426 Views

Re: Star Gates Perhaps an option could be added to the game where there are a number of random space based star gates left over from another civilization. These would function the same way as wormholes - i.e. they move you from one place in the galaxy to another - effectively allowing two way transport over long distances. During the time the galaxy map is created, a random number of them would appear at random places throughout the galaxy. They could be utilized by building a starbas

132 Replies 367,487 Views

How about making planetary invasions a whole new facet to the game. At the point of invasion, you slip into a new set of game mechanics for doing land based battles - something alongs the lines of a hex-based or square-based board game (i.e. Risk, or Axis and Allies). So now instead of having planetary invasions taking only a minute, a new dimension is added to the game and you have to plan planetary takeover square by square. Along with that you might now have the option of designing land-ba

132 Replies 367,487 Views

Oh yes, the Korath. In order for my suggestion about "increasing the amount of points needed for all of the techs on the Planetary Invasion" to work, I DO have to deliberately leave the Korath out as one of the other races. I kind of hate to do that, but the Spore ships with their instant planetary takeover throw the game too much out of balance for me. Of course, the Korath have been known to FORCE me to send a fleet over to their planets and constantly have to destroy anything and everythin

6 Replies 3,858 Views

I do agree that by mid-game most starbases are pretty much useless even when fully decked out. That is one of the reasons I mod the starbases a little to add more firepower and defense so that they last longer until the end-game. Of course, this is not much fun since the AI will not take advantage of this, and is really in essence a player "cheat". Starbases should be somewhat AWESOME in their firepower and defense. They should be feared game entities. Taking some examples from TV and

2 Replies 4,542 Views

I have a couple of suggestions for how Starbases should work that might be useful in future releases of Galactic Civilizations: 1) Starbases with planets in its area of effect should have to be targeted first by any attacking enemy fleets. No planetary invasion or attack should be allowed until the Starbase(s) in the area of effect are first destroyed. That should be enforced for both the AI and the player. That way there is an incentive to build

2 Replies 4,542 Views

I do this by increasing the amount of points needed for all of the techs on the "Planetary Invasion" line. I increase the points needed to complete the research by a factor of 10 or more. This dramatically slows down the ability of races to invade and take over others. The effect is that it allows your race and others to do more tech research and build more powerful ships for better and more exciting space battles. It also allows you to actually build up your Trade and Starbases to the point

6 Replies 3,858 Views