[quote quoting="post"] Also note the column "Normalised damage". This is somewhat of an inaccurate yardstick for measurement, it's just a placeholder until I can locate actual figures. What is it? it's the average damage the weapon would do firing at base firing rates as a ship moves at 30 units/per second from maximum range to point blank range. For example, missiles. One shot every 8 seconds at base rate, moving at 320 units per shot, is approx 4
BigBadB
[quote who="Bloodlust1983" reply="11" id="3549979"] I told stardock once: tune every race up not just those Drengin scum. Oh that'll be fine, don't worry they told me. Now -- fail I told stardock yet again: you guys are going the same road to failure as you did in GC2 and it's miserable expansions. Your new game is having all the same problems as before. This all will be different this time they told me. Now -- fail
[quote who="Osbot" reply="54" id="3552189"] If we want to allow missile boats to keep range, then we should also correct the issue of missiles being actually effective weapons. Missiles would not be an effective weapon for general ship to ship combat. Point defense and escort screens using kinetic and beam based point defense would make it almost impossible for even hundreds of missiles per volley to make it through. [/quote] Realism is a very dubious thing to sta
[quote who="DCvsMarvel" reply="11" id="3552071"] 10 - So you build a "freighter" and send it to a planet from a different race? There is no trade inside your empire? Also if you send a 2nd ship, doe that increase the trade? [/quote] If I recall correctly, you can only have one trade route between two specific planets. So I think planet A can have routes going to B, C, and D, but not two routes to B. There is a stat that limits how many trade routes you
[quote who="Ryat" reply="12" id="3552073"] Quoting DCvsMarvel, reply 11 11 - The greater the difference between FOOD and POPULATION = population growth? For organic races yes. Synthetics (Yor and any custom race that uses the trait) do not worry about food. They just build their own population. <br /
[quote quoting="post"] What is needed is 2 things. Scrap the 1 gig limit. Allow modders to talk about their mods on the steam forums without being moderated for it. [/quote] While I tend to agree in principle, hopefully neither of these issues will be huge ones for GCIII. I'm under the impression that the majority of mods will be achievable with just XML files, which aren't generally huge in size. (If I'm wrong about that, my
[quote who="thegory1" reply="48" id="3552024"] First, enable firing arcs. A simple check to see if the target is within a set arc (say, 180*). If it isn't, prevent firing. Or maybe allow this to be modded via ship extras? A turret mod or some such. Then running missile ships couldn't run and gun as easily.[/quote] I think this would open up a fairly hefty can of worms for both the combat simulation and ship design. It could very easily end up being a massive pain for both
Not that I've found. Am pretty sure that orange damage is damage prevented by defences, though.
[quote who="JorgenCAB" reply="46" id="3551999"] That is the part you don't seem to understand... [e digicons];)[/e] ...the combat simulator is very simple. Which mean that understand what happens are pretty easy once you understand how ship behave in the simulator. By real combat that means that ship range and maneuver really matter, that is why you sometimes see lull in the combat viewer when ships are out of position and need to catch up to what the si
[quote who="In_stasis" reply="3" id="3552007"] In the modding live stream it was mentioned that this is already fixed. Not sure if it was meant about the build we already have or about a future release (the build Derek was using) though. [/quote] I assumed they meant for 1.1, as that's when the Steam Workshop stuff is supposed to be coming.
[quote quoting="post"] Is there a hard coded limit to the maximum PQ of a planet? If so, what? [/quote] If I recall correctly, this came up on one of the dev streams and the answer was that it's only limited by the size of the planet map (which I think is 3 rows of 11 hexes and 3 rows of 10 hexes, so a max of 63). They also (again, if I recall correctly) said that the way PQ is determined when a game map is generated allows for a very small chance of very high PQ
In the console, I think the FOWTRANS command may do what I think you're asking for - it lets you see all the planets, resources, etc, but doesn't actually remove the fog of war for ships and other mobile objects, afaik. So it looks like there's support for something like that, although I have no idea whether it's something that can be built into a mod.
[quote who="JorgenCAB" reply="44" id="3551982"] You don't even need the battle viewer for that. The rules that govern ship behavior are very deterministic as you can see from my test results above.[/quote] Just because the results are deterministic doesn't mean that seeing how they were determined isn't very useful when designing ships and putting fleets together. Again, my apologies if I am being obtuse, I'm really not trying to be. [q
[quote who="Space Voyager" reply="42" id="3551972"] BigBadB, when you try hard to misunderstand, you will. Frankly I'd wish for a lot more variability in battles, but for that they would have to be calculated on the fly, not in front. If battles were calculated on the fly, ship behaviour would mean a whole lot more. [/quote] I honestly am not trying to misunderstand. I really don't get what you're saying. Whether the battle is
[quote who="EvilSalmon" reply="40" id="3551933"] Range, tech, defense, support items. Everything is calculated and a hit sequence is enacted and all before combat. What we see means nothing. [/quote] Seeing how our fleets perform in combat means nothing?
I believe this may be a deliberate 'feature' of the Krynn AI - Brad has referred to them as 'paper tigers' in at least one post.
[quote who="Plasma_Wolf_4X" reply="3" id="3551405"] Ok, thanks for the explanation. So it's 5 percentage points added for each increase in the building's level. Thanks [e digicons]:)[/e] [/quote] Different buildings can have different bonuses. As others have mentioned, check a building's tooltip for details.
[quote who="EvilSalmon" reply="31" id="3551232"] It's the same as "Deadliest Warrior" Other than a Hit happening; it doesn't matter what the ships do. They could all spin in circles. All that matters in the process is hits. These are all calculated before. The ships moving and dancing about are just graphical fillers while the sequential hit data is represented. [/quote] Yes, the results are calculated beforehand - the viewer isn't 'live', it'
[quote who="RavenX" reply="17" id="3551046"] And all of this, this Entire thread, is the only problem I've ever really had with GalCiv as a game (series). The Lack Of Controllable battles. [/quote] Never been an issue for me, personally, either in GalCiv or Civilization or any other 4X that doesn't feature manual control of battle resolution. If it's a sticking point for you, I fear you may be disappointed, as the devs have frequently confirmed that
[quote who="EvilSalmon" reply="21" id="3551146"] Everything you put on your ship is just a Stat. At the start of combat all stats are calculated and the battle result instantly determined. Every thing to do with Range, Maneuverability, speed, defense, offense etc. Is all thrown into an algorithm and the result determined. All you are doing with the battle viewer is seeing a non-accurate reenactment of the battle[/quote] Do you have a source for this, as it
[quote who="abomination5" reply="13" id="3550980"] Still, it makes little sense when your faster missile boats use their engines to charge into the enemy's range that much faster. It seems having slower engines would be an advantage in this case. Has anyone tested this? [/quote] Yeah, you shouldn't put thrusters on pure missile boats. :) By putting varying numbers of thrusters on ships with other weapons, you can control the relative rate at which the ship
[quote who="TS22" reply="8" id="3550901"] It is a design flaw though. I get that lasers and kinetics need to be viable options, but what is the rationale?! As it currently plays, if you use exclusively missiles, you just have to assume your ship captains are morons charging in guns blazing rather than utilizing the range advantage! [/quote] Your ships do use the range advantage - missile ships get to attack their opponents before those opponents can attac
[quote who="maniakos" reply="4" id="3550687"] The killer: If I have range and speed tech advantage my ships should never be hit. It makes no sense at all... [/quote] I imagine that's the reason, right there. They don't want fast missile boats to be the only viable ship design.
Known issue, so fix is on the way (was mentioned in one of the dev streams last week).
I believe the plan is to use Steam Workshop for sharing of mods and custom ships/races. As I understand it, Steam Workshop integration is planned for 1.1.