WIllythemailboy

WIllythemailboy

Joined Member # 2424203
1 Posts 565 Replies 3,210 Reputation

[quote who="aLap" reply="33" id="3482228"] Currently it takes more energy to generate antiparticles or fuse two light atomic nuclei. But "always"...? Precisely because fusion and antimatter are essentially energy storage, working essentially like batteries, and are not exactly static fuel sources, either fusion cells can also be "mined" within the game, or mining antimatter is a rather silly way to make black holes useful. Making black holes generate bonuses - as their myst

35 Replies 46,478 Views

[quote who="MarvinKosh" reply="80" id="3481773"] Something that happened often enough in GC2 is that you would basically have the game in the bag and have to do a lot of tedious mop-up to get a conquest win. I wouldn't be surprised if someone's scheming up some new events to keep you on your toes in such a late-game situation. Or, dare I say it, an AI storyteller which starts those events to keep the game from getting too stale. [/quote] Hopefully with some thought p

92 Replies 166,930 Views

I'd prefer to see a weighted cost increase for wildly unbalanced civs instead of a brick wall like this. Add in a multiplier factor that geometrically increases tech costs based on how far you are in the other trees - racing all the way down a weapon track would get more and more expensive, but backfilling some of the other trees would reduce the cost back to more reasonable levels.

92 Replies 166,930 Views

[quote who="erischild" reply="29" id="3478263"]I find star fighter vs capitol ship unconvincing at best. So, since convincing narrative is more important than scientific accuracy, I ask that the combat system not allow ants to kill elephants nor even affect them significantly. Certainly not one lone ant[/quote] That is the big issue with fighters. They either pose a disproportional threat to heavier ships, or pose a realistic threat which is really no threat at all. It's very diff

33 Replies 22,965 Views

Dr. Mailboy or: How I Learned to Stop Worrying and Love the Korath The trick is to bribe the Korath into war with your other enemies, then buy the newly-spored planets for pocket change. The AI valued planets mostly on population, and a spore ship dropped it to .001 billion, so you could buy that for a few hundred bcs, sometimes less.

4 Replies 10,437 Views

[quote who="androshalforc" reply="21" id="3475221"]i must disagree ejecting the warp core only accounted for about 5% of the solutions at least 50% of problems were solved by connecting the affected system to the deflector dish[/quote] Or diverting warp power *to* the effected system, then connecting it to the deflector dish. To be fair, the warp core was a point-failure component for the ship. If it goes, the ship is simply gone , so preparing to ditch it at the first

33 Replies 22,965 Views

[quote who="TheSoloDriver" reply="4" id="3474057"]I guess the major reason I focus on modern warfare and tactics is well since I'm in the military. I've had to build target packets for both conventional (standard uniformed armies) and non-conventional forces. (insurgents)With games like this I just think of modern military doctrine. It's not the carrier that is powerful. In our modern Navy the carrier is actually rather weak and must have a fleet to protect it. It's what it ca

33 Replies 22,965 Views

[quote who="androshalforc" reply="6" id="3474197"] quoting post The Alpha 3 patch is so close, you guys. So close, you don't even know. This might be your last chance to ask Paul about it before you're playing it yourselves, hint hint. aww are you guys cancelling the dev streams after this week thats not fair[/quote] I suspect you were not serious with this post, but the implication we were supposed to pick up is that the new build will

30 Replies 124,375 Views

[quote who="erischild" reply="45" id="3473181"] I must be weird. I seem to be the only person who actually enjoyed and agreed with the Influence mechanic and concept in GC2.[/quote] I enjoyed it as well, but then I spent a few dozen hours digging into the math and the modeling behind it. And came up with a few insane cheese tactics to use it. I suspect those who were unhappy with the mechanic either didn't know some of the tactics or wanted somewhat different cheese ta

55 Replies 179,146 Views

[quote who="joeball123" reply="35" id="3472099"] Don't you mean the 12 nautical mile, ~14 statute mile, or 22 kilometer limit?[/quote] Correct. I mixed my units. [quote who="joeball123" reply="35" id="3472099"]And yet in the real world it isn't usually accepted for a nation to claim the waters around some foreign nation as their own territorial waters, and in fact making such a claim would be considered at the very least provocative. Nor does the 12 mile limit app

55 Replies 179,146 Views

[quote who="parrottmath" reply="32" id="3472087"] Quoting androshalforc, reply 30i could agree with this on condition that if i had closed borders and you violated those borders without declaring war i could destroy your ship while its in my space without having to declare war But if you do such a thing to any of my ships, I'll declare war on you. No matter my power at the time. Thereby defeating purpose of capturing / destroying my ship without declaring war.

55 Replies 179,146 Views

[quote who="Lucky Jack" reply="28" id="3471923"]It looks like these three UP proposals violate Brad's reply above "They're spheres of influence which different races, to varying degree, try to claim are also political borders", and maybe they should be removed or reworked for GC3.[/quote] I think those proposals are exactly what Brad was talking about; they're attempts to treat spheres of influence as political boundaries. Each one is a way of stating "

55 Replies 179,146 Views

[quote who="erischild" reply="4" id="3470718"] So, we are touting GC2 as the tutorial for GC3. Interesting tactic. I do agree, though. If you like GC1 and are interested in GC3, it is very probably worthwhile to get a copy of GC2. There is a lot of fun to be had there while waiting for the Alpha developers to tell us it is okay to think that GC3 is fun, too. (They are so strict!!)[/quote] Most of the people in the alpha are lo

13 Replies 25,442 Views

That could be game-breaking in some specific circumstances. At least in GC2, I always ran a very heavy influence game, to the point where someone colonizing a planet near me would not even get a zone of control, so they wouldn't ever be able to build anything from that planet. Constructor spam, maybe, but that's it. Minor civs would have to be exempt from this, since they can't generate a ZOC or fight back against anyone else's. Extreme endgame, there is literall

33 Replies 11,487 Views

[quote who="trims2u" reply="29" id="3469472"]I'd go with moving the specialty thingies (the economic/moral/research/etc. gizmos that you create starbases around) onto dead planets, and creating a new kind of constructor which creates a "mining colony" on those dead planets. Such planets would have no influence radius, and could be bombarded (and destroyed) rather than invaded. Basically, just dump the bonus gizmos from space, and put them on dead planets.[/quote] The only positive

51 Replies 184,877 Views

[quote who="Schaefespeare" reply="11" id="3467676"] Thanks for the appreciative responses. I didn't mean to sound as if I'm against manual placement, It's a good idea but I was just pointing out it doesn't go far enough in solving Tile useage problems created by the AI.[/quote] Well right now it's not AI placing the colony, it's a random number generator. Other possible solutions: 1. Designate the colony space when the planet is

15 Replies 51,094 Views

[quote who="Alstein" reply="7" id="3467175"] I really like that solution to logistics. Logistics in the traditional Stardock sense is problematic. The downside is you might end up with problems with massive AI fleets like 100-200 ships, but wouldn't many Gigs of RAM solve that problem? You'd probably still need a hard cap though- or someone would make a 100 ship fleet, and that could cause memory problems. Log

9 Replies 35,894 Views

[quote who="panzar2" reply="4" id="3466991"] The only difference I can see would have any effect is the speed, otherwise a trade module is a trade module. I know you got different incomes depending on where on the route the freighter was but a faster ship not only goes to the profitable end faster it also goes to the less profitable end faster. Doesn't that pretty much cancel out the difference between a slow and a fast ship?[/quote] There would be no differen

15 Replies 859 Views