You can only have 10 players in a game, so more than that would mean there would be totally empty star systems, or only one faction per system. That wouldn't be fun. Actually that's exactly what I'm suggesting, because I think it's the only scenario I can imagin to be fun.
ReallyNotInVain
my bad, I meant 20 solar systems with 10 planets in EACH solar system... damn my poor writing skills.... or is 10 planets in a system too little? This is possible, but right now you can't have that many solar systems. What exactly stops you from letting me choose such a number of solar systems if I reduce the planet number so my computer would keep up? If the maximum number of systems will
My shipnames have 3 sections. First is the short name for the chassis or type. All tiny class ships start with T, all medium ships with M. Traders with Tr, troop transports with Tt, constructors with P for Pioneer, colony-ships with C. After that a dash and the revision of the ship design. So "S-3" would be the third ship design using the small chassis. After that the nickname of the ship. "S-4 Hubble" was used for a scout-ship. "L-2 Lance" was a large ship with a hugely powerful and
There's something called "willing suspension of disbelief." Yes, we're aware that the underlying game rules are abstractions. There has to be - no computer has the processing power to simulate an entire galaxy with complete accuracy. Most people don't care, and are able to suspend said disbelief to enjoy it as a space strategy game rather than just an abstract one. I'd like to respond to this one (Reply #11). My problem is that the game mechanics often aren't a si
Quick stab into the blue: Make colony/civ centers the only constructions vulnerable to agents. If necessary, remove the bonuses from these structures and perhaps move them to other (immune) structures. That system actually makes a lot sense on a first thought. If that works the only thing left to desire is the influence on the buy-feature and the tax system via modding. Some editable values for agent-costs wouldn't be bad either. Someone please throw a rock at whoever makes the featureli
Hello. I read the tour to Dark Avatar in the news-section and found a few issues which keep me from ordering it. Since I'm not unfamiliar with modding I'm willing to put in some work to manually remove some shortcomings of DA. I already researched a few things but I still have some questions on which I can't find clear answers: - Is it possible to undo the changes of DA regarding espionage? - How accessable is the mining system to modding? Especially regarding this resource-telep
I'd rather see a modification to the diplomatic AI than a "random super enemy". Usually, when a superpower on a rampage (aka "the player") emerges all other races begin to think they might be the next victim and so the relationship drops deep into the red. As a consequence the relationships of all other powers except the player begin to become good friends ("Oh, you hate the player! I do so too! Let's hate him together!") and ally against the player. Then, when the next war brakes out this a
I'm talking about one (yes, one, single) module in 5 (five) turns. Starbases are very powerful. Vain
I didn't vote at all. While the asteroid fields are interesting and could lead to strategical depth (if small spacecrafts could pass through them but bigger would get damaged) I still think there should be enhancements to other points that hinder gameplay at the moment. Of course it does take a whole while to travel from one edge of a giant map to another and I do enjoy playing on a giant map with the least possible amount of stars and planets, but I'd like to see even bigger maps w
The thing about small ships is that in the mid game they achieve high numbers and can thus nag single big ships very nicely. But on the downside they can't carry large engines because they'd have to sacrifice punch and defense for that. The carrier would be necessary to enable these fighters to travel large distances and far into space. But unfortunately GC2's modding system doesn't seem to understand 'actions' but can only exchange 'values' which makes adding features, even the smallest