Been playing the Altaran campaign a bit and it looks like they've not updated it to handle the changes in buildings and such, since I'm seeing some, including the solar plant, listed but the text isn't pulling right. I'm guessing that they've not altered the campaigns' food and pop handling yet either. Ships and stations seem to be working though, so maybe it's the planets that need dealing with more than anything else.
Ghrathryn
There are a few things you could do with the starbases to stop them being seen as over powered. 1) Change the enhancement modules so all give a percentage bonus within their radius 2) Cut down the number of modules you can build per turn 3) Alter it so the base takes a certain number of turns to build 4) Make modules take a number of turns to build 5) Have it so you can only build the base hull from the constructor and have to build the rest
Probably controls the chance of you getting good tiles on planets, events which boost you up or other things of the ilk, along with possibly modifying the chances of getting higher scores on attack and defence rolls during ship combat.
1) Yes they can, in exactly the same way as starships are. 2) No, starbases do nothing besides sit in space and project a zone of control around themselves within which certain bonuses apply, or mine special resources on the map. There are four types of base, mining gives you resources from the special deposits on the map, economy boosts trade and production within its area of influence, military aids your starships in battle with its modules and influence gives you an infl
Upgrade cost is dependant on the cost of the parts. A single laser 1 on a ship costs less than three laser 5s, plus if you've put more things on there, like shields or additional engines, they would add to the cost.
The default ships are stored in the GalCiv2\Data\ShipCfg directory, wherever you've put GalCiv2. There's a load of S$_?.shipcfg files, where the $ = a number from 0 to 5 and the ? is the various ship names. The data file for them is the GC2ships.xml in GalCiv2\Data\English.
The default ships are stored in the GalCiv2\Data\ShipCfg directory, wherever you've put GalCiv2. There's a load of S$_?.shipcfg files, where the $ = a number from 0 to 5 and the ? is the various ship names. The data file for them is the GC2ships.xml in GalCiv2\Data\English.
It's a change in 1.1, I'm currently playing with 1.0X, so my starbases are limited to one every three parsecs because of 'navigational issues.' Frankly when I manage to get 1.1 up, I'll probably like things better, because realistically your own ships and those of allies or even neutrals should be able to mover through areas occupied by starbases easily enough.
In version 1.0 you can't upgrade the core ship designs, your own however, are fair game. If you've got 1.1 installed you can upgrade the core ships, making things much easier. However, whether or not you upgrade or make a new design, once it's saved, if there are any ships of the previous type around, ie; you've got 1.1 and done an upgrade on the Starfury with better support, lasers, whatever else, you can then upgrade those ships. Upgrading and changing the saved design prompts you to upgrade e
Your constructors are too weak to be good in a fight even with the best weapons and defences you can give them, your best bet with them is engines and life support. you want them going fast and far, especially with the bases inside enemy territory. Module ships are fire and forget anyway, so you really want them able to get far and move fast to bypass hostile forces. For any starbase though, you've got a set of generic modules, these are its sensors, weapons and defences to spot and d
You basically need three things on a cargo hull, engines, life-support and a module to give the ship a capability like troop transport, construction or colonisation. You only need one trade or construction module, but I believe the transport modules (colony and troop), because of the way they work, the more you have the better you've got things initially because of a larger personell base. For other ships you need engines, weapons, life support and defences. Best bet with these is to
Personal opinion is they should really have set things that you've a base component size and the modifier for that is actually using the base size of the hull. For example the Lasers all have a modifier of 5 for hull size. Assuming they need 5% extra space per size level of the ship they're on, going off their own size, the Laser 1 should be. 10.5 on Tiny, 11 on Small, 11.5 on Medium, 12 on Large and 12.5 on Huge with Cargo ships having the same rating as Large ships but much less HP.
It ain't shown on the tech tree itself from what I can see, but if you look at the files for the ship components you'll find an entry for each of them, and each gives you the fixed size, ie the base size, and the modified size for each hull. The actual component miniaturisation occurs through reseaching up the tech tree through the follow-through techs before you get the new ones. Basics is you want to create a laser fighter on a tiny hull. Now to start with you've got a 16 space hull
No it's not that, it was something they probably meant to have in the original game but couldn't get done in time or something. I've not seen it, but it's commented on somewhere in the bugs/fixes thread that's over 11 pages long near the beginning, and they added it in to the betas of 1.1. Frankly it's a [i]good[/i] thing because it means that us don't have to make completely new designs for the core ships as newer items become available, just upgrade