Beta 6 Cargo Hulls, Carriers, and More

Cargo Hulls are too powerful at 90 capacity. They just carry too much stuff. You can make double constructors without any research. They are especially good as Carriers because they are cheap and can fit several modules. Should try 80 capacity.

Carriers still seem overpowered. 45 capacity might be too low. Should try 50 capacity. Also, while Assault carrier modules are not affected by Transportation Specialization, both Drone Carrier Module and Guardian Drone Module are. I haven't checked but I assume that High Capacity Carrier Modules also get the mass reduction.  Carrier modules should cost at least 50, if not more. Any ship with 2 or more Carrier modules,  is probably broken.

Also, has anybody noticed whether or not 'Skilled'  from the Benevolent Ideology is working? It doesn't seem to do anything for me.

2,245 views 3 replies
Reply #1 Top

I agree witht his. I seem to remember in GalCiv2 basically only be able to make colony ships with 1 hyperdrive, 1 colony pod and a couple support pods. 

I don't have the numbers but now I can do 2 hyper drives, a sensor module (early on my colony ships end up sharing exploration duties), 3-4 range extenders and a colony pod. 

Reply #2 Top

The AI just needs to put a higher priority on Carriers...

 

They stop being overpowered very quickly when playing multilayer and both sides are using them.        the battles between large fleets with multiple carriers gets to be rather fun.