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Who came up with dictat that huge "Cargo" hulls, around 1.5 million tons in mass, should have ONE, ONE single HP? Yet a single seat fighter of 5 tons has 5 HP?
Ok, I know the "cargo" class could end up being a bit of "cheat" heavy warship usable in early game stages if it has high HPs - but I'm sure there is a better way around this problem than giving it ONE hp!

Where are these "space monsters" that many anomalies proclaim to sometimes unleash? I've not seen one yet. But I have seen them mentioned within some of the game files, so I know they're there somewhere!

Also as for anomalies, what is the point in having them in sizes such as "meteorite", "asteroid" and "planetoid"? When they all give the same tiny little +1% buffs, or a few BCs out? Same goes for "Starship Graveyards" vs the what should be much bigger "Civilization Graveyards".
The "larger" the anomaly, surely then the reward should also be larger - but also the risk? In GC2 there is nothing of this, they are all the same, no matter the size.

Why does researching, for example, Laser II only give a one point's worth of space saving over Laser I? Seem's rather "not worth the effort", and the way equipment sizes vs ship space sizes go, it restricts the versatility, even the whole point, of the ship designer - for anything short of "large" hulls at least.

The idea that armour won't stop beam weapons seems illogical as well. Ok, I can swallow the idea that ECMs won't stop beam weapons or shields will let solid projectiles through, but armour should mitigate against all three weapon categories IMO!

Why do the Arceans have the same "ship styles" as the Terran Alliance? Lazy designers perhaps?

Why the poor espionage system? Well, I think it is poor. And once you do get to the "advanced" level with a race, where are the promised "we'll get you some techs from them from time to time"? It's not happened once yet.

Why the idea that even the most powerful ship cannot attack colonies? With only troop/spore ships being able to do so? GC is the only game of this kind with that strange rule that I know of!
Post edited October 28, 2018 by JMayer70
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JMayer70: Who came up with dictat that huge "Cargo" hulls, around 1.5 million tons in mass, should have ONE, ONE single HP? Yet a single seat fighter of 5 tons has 5 HP?
Ok, I know the "cargo" class could end up being a bit of "cheat" heavy warship usable in early game stages if it has high HPs - but I'm sure there is a better way around this problem than giving it ONE hp!
Most likely Brad Wardell, aka Frogboy, aka Draginol, aka CEO and owner of Stardock, creator of the GalCiv-series and Lead Designer of GalCiv II.

You're already spot on for the most likely reason. Not that it matters much anymore, that Cargo hulls have only 1 HP. Twilight of the Arnor, the second expansion, added Fortitude modules, which increase base HP. Just put some of them on a Cargo hull, and you gain a pretty powerful warship. Better than Medium hulls in fact, because you can gain levels, and therefore HP, at a faster rate.
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JMayer70: Where are these "space monsters" that many anomalies proclaim to sometimes unleash? I've not seen one yet. But I have seen them mentioned within some of the game files, so I know they're there somewhere!
Space monster were originally intended to be part of the game (same as GalCiv 1), but were finally left out for some reason.
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JMayer70: Also as for anomalies, what is the point in having them in sizes such as "meteorite", "asteroid" and "planetoid"? When they all give the same tiny little +1% buffs, or a few BCs out? Same goes for "Starship Graveyards" vs the what should be much bigger "Civilization Graveyards".
The "larger" the anomaly, surely then the reward should also be larger - but also the risk? In GC2 there is nothing of this, they are all the same, no matter the size.
I don't think the devs put that much thought into it. Anomalies are just goodie huts in space. Nothing more.
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JMayer70: The idea that armour won't stop beam weapons seems illogical as well. Ok, I can swallow the idea that ECMs won't stop beam weapons or shields will let solid projectiles through, but armour should mitigate against all three weapon categories IMO!
Armour does work against beam weapons. Just at a lower rating. Here is explanation of how the combat systems works.
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JMayer70: Why do the Arceans have the same "ship styles" as the Terran Alliance? Lazy designers perhaps?
Lazy designers? Hardly. More like time and money constraint designers. The game originally only had 5 ship styles. TotA added ship styles for all 12 major races. Some of them are based on existing ones, yes. But I find that reasonable, considering all the other improvements the expansion provided.
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JMayer70: Why the poor espionage system? Well, I think it is poor. And once you do get to the "advanced" level with a race, where are the promised "we'll get you some techs from them from time to time"? It's not happened once yet.
Yes, the espionage system as it is now isn't good, and the way the mechanic to train new agent works is completely non-sensical. However, it is a massive improvement compared to how it was in the base game and the first expansion. The current version is basically a combination of those two versions.

As for the chance to steal techs automatically once you reach the highest rating, it doesn't work properly anymore. It still happens from time to time, but only extremely rarely. I'm not entirely sure when it broke, but it was before the CU. However, the CU certainly made it worse, because it changed a lot of techs so you can no longer steal them. Stil, your best bet to steal techs is to assign agents to enemy planets, the more the better. Which is quite expensive to do, and still doesn't guarantee success.
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JMayer70: Why the idea that even the most powerful ship cannot attack colonies? With only troop/spore ships being able to do so? GC is the only game of this kind with that strange rule that I know of!
It was done this way to prevent the genocide runs from MoO and other space 4X games. Here is a post where Frogboy explained this. I'm pretty sure, that he explained this in more detail at some point, but I can't find the post right now.
Actually I *did* once blag a tech - and if I recall right I did have an agent on an opponent's research facility.
I assume you have to put a spy on a research facility to get a chance of stealing techs, or will any old spy anywhere on an enemy planet do it?

I'm wondering if minor races don't bother nullifying your agents neither. They rarely last longer than 3 or 4 turns when placed on normal races planets, but on minor ones they seem to stay forever..... but I'm also wondering if you cannot steal techs from minor races neither, just like you cannot usurp them with influence!
Shame really, I'd like to see the minor races have a bit more ability and less of these arbitary immunities, though maybe that would make them "not so minor" races!

A bit more on the subject of anomaly rewards, what does the "gain your crew valuable experience, making it more lethal when you next upgrade it" one do? I can't see any benefits from this one.

In a current game just a few minutes ago I spotted a minor race mining base that was stated as "having foreign influence of "1.#?" times their own races influence"..... that's not me hiding a four letter word, it really said "1.#?"!
Reminds me, sometimes on stat screens you see massive numbers like 4764573778% as well.

All minor bugs that don't really spoil the game, but bugs nonetheless...... could you give your developer pals a bit of nudge?!
Post edited October 29, 2018 by JMayer70
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JMayer70: Who came up with dictat that huge "Cargo" hulls, around 1.5 million tons in mass, should have ONE, ONE single HP? Yet a single seat fighter of 5 tons has 5 HP?
Ok, I know the "cargo" class could end up being a bit of "cheat" heavy warship usable in early game stages if it has high HPs - but I'm sure there is a better way around this problem than giving it ONE hp!
A logic reason: A cargo hull isn't structured for combat, it is structured for storage space. One good hit and the whole thing falls apart. A fighter is going to be structured such that it can actually take at least a little bit of damage; its size prevents too much reinforcement.
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JMayer70: Why does researching, for example, Laser II only give a one point's worth of space saving over Laser I? Seem's rather "not worth the effort", and the way equipment sizes vs ship space sizes go, it restricts the versatility, even the whole point, of the ship designer - for anything short of "large" hulls at least.
Laser I is the necessary tech to use the idea. Lasers 2-5 are just improvements on the basic idea to make the weapon more efficient. While a single step up isn't a big deal, several steps up and some miniaturization can let you pack an extra weapon or two on the ship.
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JMayer70: The idea that armour won't stop beam weapons seems illogical as well. Ok, I can swallow the idea that ECMs won't stop beam weapons or shields will let solid projectiles through, but armour should mitigate against all three weapon categories IMO!
Armor is focused on protecting against ballistics (mass drivers), not energy (beams) or explosives (missiles).

Even in our world, you use very different setups when you're trying to protect against bullets, flame, or explosives. Explosive defenses are oriented toward destroying the payload before it reaches the target, flame retardants are focused on dissipating the energy, while mass driver defenses are focused on absorbing the focused impact. Very different sets of physics involved in dealing with each one.

If it helps, in the game armor DOES provide some defense against missiles and beams, just not as much as it provides against mass drives. Shields and Point Defense likewise provide some defense against all 3 types of weapons, but they are most effective against the weapon they are designed to defend against.
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JMayer70: Why the idea that even the most powerful ship cannot attack colonies? With only troop/spore ships being able to do so? GC is the only game of this kind with that strange rule that I know of!
That big honking battleship is equipped with lots of people that are trained for running a big honking spaceship. All those crewmen are NOT trained on how to conduct a ground invasion.

Also, that big honking battleship simply isn't equipped to operate as a ground invasion logistics center. That's what the troop module is for: to house planetary aggressors and the supplies they need to conquer.
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JMayer70: Actually I *did* once blag a tech - and if I recall right I did have an agent on an opponent's research facility.
I assume you have to put a spy on a research facility to get a chance of stealing techs, or will any old spy anywhere on an enemy planet do it?
Any building will do.
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JMayer70: I'm wondering if minor races don't bother nullifying your agents neither. They rarely last longer than 3 or 4 turns when placed on normal races planets, but on minor ones they seem to stay forever..... but I'm also wondering if you cannot steal techs from minor races neither, just like you cannot usurp them with influence!
Shame really, I'd like to see the minor races have a bit more ability and less of these arbitary immunities, though maybe that would make them "not so minor" races!
Minor races can and do train agents, so I'm not sure why they don't use them. It could be another restriction in their AI.

You can steal techs from minor races. I usually gain do so via invasion, because I can't be bothered to waste my agents on minors.
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JMayer70: A bit more on the subject of anomaly rewards, what does the "gain your crew valuable experience, making it more lethal when you next upgrade it" one do? I can't see any benefits from this one.
This anomaly gives 3 XP to the survey ship, and any other ship in the same fleet. The wording makes it sound better than it really is. Probably a leftover from when leveling up did more than just give the ship more HP.
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JMayer70: In a current game just a few minutes ago I spotted a minor race mining base that was stated as "having foreign influence of "1.#?" times their own races influence"..... that's not me hiding a four letter word, it really said "1.#?"!
Reminds me, sometimes on stat screens you see massive numbers like 4764573778% as well.
That's a result of the way the game handles minor races' culture-immunity.
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JMayer70: All minor bugs that don't really spoil the game, but bugs nonetheless...... could you give your developer pals a bit of nudge?!
I wouldn't call them my "pals", considering I don't know them personally. I only interacted with some of them a few times on the Stardock-forums.

As for another update, it's very unlikely. The devs have moved on to other projects, like GalCiv 3, Ashes of the Singularity, Star Control: Origins, and the like. We're lucky they agreed to the Community Update, and most of the work for that was done by us modders.