Peter Ebbesen

Peter Ebbesen

Joined Member # 646913
0 Posts 0 Replies 167 Reputation

Yep, and if playing e.g. Advent, in a system I would want to defend I'd be much more tempted to go for a Starbase with massed hangars with mass disorientation and meteor flinging behind a line of their (with expansion techs) very strong defensive structures maximizing the use of their combined arms approach. I haven't tried it, but at least on paper it looks like a great idea to use the Starbase more to control the situation while the static defenses (and any fleet in the vicinity) does the a

16 Replies 7,195 Views

[quote who="MindsEye" reply="12" id="2043710"]Some people(like me) do not like to play as vasari.Therefore giving one race huge advantages(like the egg) makes the game not nearly as fun. [/quote] So, rather than letting each race have their own huge advantage, you'd prefer that no race had any significant advantage over any other race in any area of the game? That sounds boring to me. Going that direction the Advent shouldn't have the tactical advantage of being able to upgrad

81 Replies 220,852 Views

[quote who="Dargoon999" reply="7" id="2043417"]Why not make a tech that players have to research to be able to move thier bases in the well. [/quote] The humans aren't that advanced. Do it the way Weber would - give them fragile tow boats making movement out of combat a possibility (a slow one) but in combat an impossibility. :)

81 Replies 220,852 Views

Indeed, Shadowhal - it is a rather glaring weakness, for massed bombers [i]hurt[/i]. I did state that this was versus the AI and primarily in sectors where I can build (at least) 25 points of tactical defense to get some fighter cover, even if only minimal. Against a human player, priorities might change, but those beefed up Vasari starbases are so damned tough that once I've slapped on the Assault Systems and full Defensive Enhancements (step 3->4 is truly beastly now), it seems to me to

16 Replies 7,195 Views

[quote]With the change in the targetting for the anti-structure cruisers, they are certainly not useless in a battle once defences are gone. In one battle against the Advent, they had twenty of the thing pouring 58 plasma damage each (double that of the Destras) into my ships. Chewed everything but capital ships to pieces.[/quote] I am impressed that the torpedo ships could chew up your fleet given that, according to the data files /gameinfo/gameplay.constants it looks as if anti-mo

52 Replies 109,817 Views

[quote who="Shadowhal" reply="2" id="2043426"]now with structures having their own armor type, does anyone know, how much dmg capships make against them?[/quote] From /gameinfo/gameplay.constants, Capital ships and their abilities, Heavy Cruisers, and Anti-module (torpedo ships) all deal 100% damage to module (Starbases).* Bombers and LRMs deal 75% damage. [But LRMs are rather squishy] The remainder deal 50% damage. Fundamentally, bring out the big guns

16 Replies 7,195 Views

[quote quoting="post"] - lowering Starbase firepower slightly against fleets [/quote] I don't really know... I've been playing Vasari vs. unfair AIs the last two days and while I have been truly amazed by the damage and survival potential of my starbases - in fact, I have yet to lose a single one that has been backed up by 25 tactical points worth of stationary defenses (standard regeneration/weapon jammers/fighter hangars/jump inhibitor setups), that has a lot more to do wi

16 Replies 7,195 Views

[quote who="RaveBomb" reply="5" id="2041128"] Peter: By your logic, shouldn't turrets then start firing the moment their construction starts? [/quote] No. Turrets are fairly small installations with, most likely, a small crew. They are constructed by crews from a construction vessel. How far on in its construction will it need to be before it houses a crew, has ammunition supplied, and has any weapons installed? Most likely, very far in. A starbase is citysi

10 Replies 4,696 Views

One thing I really miss playing Vasari is to have, say, two mutually exclusive options that could be enabled with autocast for a minelayer: 1)Auto lay mines near phase lanes 2) Auto lay mines near planetary bombardment range Sure, the current system works with excessive clickage and allows you to place the mines exactly where you want to, but the ability to give decent (though not as good as if you micromanaged it) orders for repeating minelaying patterns, which would

10 Replies 3,299 Views

If you do not have an opinion on the topic, why post the topic? If you do have, why not state it instead of creating what is for all purposes a spam thread? In either case, I read your "...." and raise with "....!#¤&%#/¤" - and I don't feel I have enough of a feel for torpedo frigates to call it either way. They certainly do not impress me as much too powerful [i]or[/i] much too weak.

16 Replies 2,427 Views

[quote who="Pezkenin" reply="2" id="2041038"]Despite peter explanation a 1% done SB shouldn´t be capable of scaring a fleet, instead the fleet should focus hi fire and bring it down.[/quote] Given how few hull points an 1% done SB has, any fleet commander that is scared by it instead of focus firing it down should be demoted due to incompetence unless his fleet is very, very, small indeed.

10 Replies 4,696 Views

If I were building a huge defensive installation in space, not something puny, but truly huge and capable of housing tens of thousands of people, I'd probably start installing weaponry as early as it made engineering sense rather than once the rest of the station had been constructed. With something on that scale, there's really no reason to assume that the weapons can only go online once construction have finished since it is a station being put gradually online as different segments are don

10 Replies 4,696 Views

I would love to see the individual weapon ranges on starbases and, possible, on everything else. (E.g. press ALT to see maximum range of everything on screen plus individual ranges for starbases, ranges coloured as now, press CTRL+ALT to see the individual ranges of all weapons of all ships - a potpourri of ranges - with ranges coloured according to weapon type (e.g. yellow=laser, red = missile, orange = gun - or something) -- or a setup with like above where you could configure which

5 Replies 1,953 Views

Not only that, the defense tech tree [i]feels[/i] rather empty right now. Sure, to take the Vasari as an example, with 12 techs in it it has the same number as the lesser lines the warfare/empire trees, but each of those trees carry three lines. This is a somewhat related issue - I cannot help thinking that creating a handful of new defense techs each providing marginal upgrades to all starbases (range, damage, extra armour for fighter and bombers in the starbase and things like that), possib

8 Replies 30,638 Views

I would find it hard to believe that there is a large crossover between GC2 fans and Dom2/3 fans. Well, here's another one to add to the tally. I like GalCiv2 for SP and Dom2 for MP and even if I only counted the time I played Dom2 in SP (which is most definitely not its strongest side) it still got a better time/price ratio and fun/price ratio than m

21 Replies 96,252 Views

Buildings to boost production to churn out high tech starships in great number are widely available in Galactic Civilizations 2. Alas, it would appear that the huge brain drain of the research centres has hitherho precluded the acquiring of military experience or post-grad training in anything but combat, none of the boffins of 10 distinct star nations being bright enough to come up with the idea of training excercises, after-action reports, or any number of other interesting ideas intended to i

6 Replies 8,520 Views

How on earth my above post, which was posted to a thread in the Game Talk subforum, (Some General Game Comments), ended up in this thread I have no idea. Even better, when trying to edit/delete it, I get told I'm a guest and have to log on (despite being able to edit this post since I am, indeed, logged on) and, as such, I cannot do anything about that monstrous thread hijack. Truly bizarre forum software. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmiddle"

12 Replies 9,686 Views

Kryo has pretty much laid down the law, but a few comments on the weaknesses (as I perceive them) on military starbases now that the ball has started rolling. You misunderstand how Military starb

12 Replies 9,686 Views

Personally, I'd be happy with Military Starbases if they just scaled better in survivability. Even at high techlevels they DO provide useful benefits, mostly for smaller hull sizes but every bit helps - they are just way too flimsy. A couple of fairly simple ideas that hopefully aren't too unbalancing: * Add another 2 Fortification techs (IV and V) with even higher level attack/defense modules. Starbases are supposed to be huge and probably have way better energy-generating a

43 Replies 19,157 Views

Currently, once you reach a sufficient level of infiltration with an alien race, you get a detailed tech breakdown of all their techs. This is potentially useful information but it is currently organised poorly in one large chunk of comma-separated text that does little to present the player with the most salient information, which fits the overall development of espionage in the game: unfulfilling. Here are a few ideas, not necessarily mutually exclusive * Chop the list in two

4 Replies 5,126 Views

More meaningful espionage. At the moment, it is a bit of a moneydump that ever so often lets something happen at random with no input from the player and no indication that the level of funding of espionage was at all important. Minimal funding or full funding? What difference does it make except for how much money you pay per turn? How does the supposedly devious Drath orchestrate play to their supposed strength of espionage when this aspect of the game is for all practical purposes missing as

399 Replies 226,046 Views