If we make the following comparisons with boats: Tiny Hull -> Sea Doo Small Hull -> Speed Boat Cargo -> Yacht Medium -> Oil Tanker Huge -> Container ships. You wouldn't put the motor of a container ship in a Sea Doo nor would you put a Mack Truck motor inside a motor bike. It does not make sense for the engine components to be one size only. A Tiny ship has less mass and doesn't need a b
JacquesGauthier
When I tried to survey certain anomalies which were defended by pirates, I was given the choice to engage or not. So I choose not to with the survey ship as early in the game they cannot be replaced easily. So I sent a fleet of ships to clear out the pirates by sending them to the anomaly. I got the message that only a survey ship can survey the anomaly. I think that the fleet should be able to clear out the pirates so that the survey ship can return a
When I sent a freighter towards a Drengin planet, the Drengin responded by making a trade offer. They offered to give me a starbase mining anti-matter for no apparent reason. If I accept their offer, the game crashes. I purchased all trade goods from the different AI, thinking this would make my trade routes more lucrative however I couldn't verify this because opening a trade route leads to the trade offer and game crash. A lot has chan
In GCII I mostly used the military star bases when the civilization I was fighting had better military tech than I did. It was a way to even things out when I was either defending or invading. The constructor limitation (1 module per ship counted) made it difficult to use them though.
Hello, This url shows the changes I am suggesting: https://www.dropbox.com/s/pyuedyta1fko6fr/UpgradeMenu.png?dl=0 The text would be removed to give us information about the number of hit points, ship range, # of moves, tactical speed, number of constructor and population max of a ship model. The last one at the bottom being the size of the ship shell: (C)argo, (T)iny, (S)mall, (M)edium, (H)uge <b
Hello, I had previously reported a bug where a colonist ship would ask to load colonists aboard the colony ship endlessly if no colonists were available because the minimum amount was 0.5 as opposed to zero. The pop-up would keep showing up again and again even if you clicked "Cancel" . This original bug appears to have been fixed. However: I encountered a similar bug playing as Yor except that this time, there were colonists on my world.
The civilization capital is often place on a tile which does not maximize its potential for helping other improvements on the planet. I feel the player should decide where to put it. Also when a world is conquered, he should be able to swap it with another building if need be. It is not uncommon for capitals to change after a war, think Germany after WWII or Alexandria founded by Alexander the Great or Constantinople which replaced Rome as capital of the Rom
Hello, When this bonus comes up and I have a lot of planets, I can spend the better part of a half hour just putting each batch of 3 ships into a fleet and putting them on guard. Can't this be done automatically ? Even If I were to use some right away, most of the time it is not the case, I'd still have to fleet them up. It's a lot of clicks, for every planet to click 3 times once for each ship, then click again to group them up then
It works somewhat that way to some extent. When you pay an upgrade fee, you are basically paying the nearest friendly star base / shipyard to make the repair. If the nearest shipyard is not your own, then the fee should go to which ever civlization owns it. It could be a feature of being part of the UP. The ships of technicians who come to do the repairs are virtual. Perhaps, the ship upgrade system should show you the closest 8 starba
If you've got the blue prints to build one why not build several ?
Hello, I had unlocked: Elevation Foundation (Benevolent), Preparedness Center (Pragmatic), Intimidation Center (Malevolent) in this order. After constructing on some worlds all 3, I colonized 2 new worlds. On these 2 new worlds, the Elevation Foundation was no longer available as an improvement. I looked at the Ideology trees and it still showed as unlocked.
Usually a Shipyard or a Starbase isn't looking for a fight because it's an import piece of space real estate however, when you have an unarmed transport ship coming in to invade one of my undefended planets and that my planet is within the influence area of armed starbases or near a armed shipyard then the Starbases / Shipyards should open fire on the transport ship. Starbases or Shipyards are not as important as colony planets so they should be involved in defense. <br /
Hello, There are times when I want to use a fleet but it's been a few fights and finding out how many hit points it has left in relation to its maximum is not easy. Please see this link as to where I would like to see the hit point status being displayed. https://www.dropbox.com/s/qcw4y7am5u3ya6i/HitPoints.png?dl=0
I do at times eject the constructor from the star base but it is kind of counter-intuitive to have to do this. It makes more sense for the star base to help with the upgrade work.
On Earth in international waters, when a ship is in distress, ships which hear the distress call, are expected to offer assistance even if they are of a different nation than the ship in distress. You would have a similar situation with deep space starbases which are far from any colonized world. The only quick help that a Star Base commander could depend on are from other deep starbases in the area whether or not they belong to the same civilization.
Usually in Galactic Civilizations, a ship that is being upgraded can't do anything so if I have a constructor with constructor points that is upgrading to something else, the starbase should not be added in the "Update Starbase" queue. The constructor is updating so it cannot do anything. I have used the following tactic to avoid constructor spam: Using the designer I created two identical ship models (Med Cons 3XA and Med Cons 3XB) which is compose
As for the light dispersing over a distance, it has to be quite a distance after all we are seeing light from stars and this light took several million years to get here. So a close combat with ships laser dissipation should not be a factor. There is no atmosphere do dissipate the light.
Ship colonization, if we ever do it on places like Mars will likely use modules. It probably won't be very complicated to move a module from one place to another when a better location is found. Survival of an early colony may well depend on being able to move an habitat for example when a bad storm is coming or when tectonics become unstable in one area.
For Beams, they could be stronger if a battle is taking place near the sun. (Solar Panels). Alternatively, bullets and Missles could make use of a gravity to extend their range if near planets. Somewhat like they did in Star Control melee fights. A fleet could be required to re-visit a star base to re-charge // restock after a fight. Unless freighters are used to re-supply fleets from planets or star bases.
I've noticed that the automatically generated ship models tend to use the same defensive tech as the offensive tech it is using. For example the Cutter uses lasers and shields (which counter laser). The AI at this point tend to favour lasers and shields. They are: Rock - Rock // Paper - Paper and Scissor Scissor. If I wanted to send a fleet of my own to counter a fleet of Cutters, I would likely use a small vessel with shields to
Maybe if the hexagonal tile was changed in some way. Perhaps raising it the way that a push button is raised when it is un-clicked ? Pehaps changing the color of the hexagon from dark gray to a color which differs from the ship's color. I tend to play the game zoomed out. It's a bit of a shame because there are some very nice visual effects that occur when you zoom in on the game like the sun and the individual starbases but you really need the whole
[quote who="Turkwise" reply="1" id="3525649"] Are you.......are you giving them programming lessons? [/quote] Not lessons, suggestions that is the point of evaluating the beta. I've been an analyst programmer for 21 years professionally, but I started programming in machine language, assembly & Basic when I was a kid during the 1980's so I've some experience. I mostly do work on billing systems, data conversions and dot.net. So my suggest
I used the designer to create a cargo hull with a bunch of Hyperdrive Plus engines. I called this design: "Speedy Cargo I". Now this design couldn't go anywhere because I had forgotten to include life support. So I used the designer again, taking the option to use the existing design for "Speedy Cargo I". I removed one of the "Hyperdrive Plus" engines in the design to add a "life support" module. Then I saved my new design under t
Hello, Right now, when are on the detailed menu for a planet / shipyard, there is a left - right arrow which lets up loop through the next planet / shipyard. For example: We can click left or right to see the next planet on our list. Same thing with the Star Bases: We currently do not have the arrows to loop through Ship yards.
Hello, Right now, when I am zoomed out to see most of the map and I click "Idle Ship" there is no visible clue which tells me which ship is active. The way it is now, I have to zoom in on the map and click "Idle Ship" a few times so that I will see the ship circled in zoomed in then zoom out to see which one it is. Also, when I click on a ship, to make it active, this visual effect would make it clear that it is the active ship. I suggest this sim