[quote who="jju57" reply="482" id="3592252"] Quoting naselus, reply 478 I don't really agree, and there's a couple of reasons why: First up, we have the simple fact that every point of movement is better for the player than the AI, due to the AI only ever attacking once per turn w
naselus
[quote who="Syntax_VI" reply="479" id="3592216"] sounds good to me, only concern would be 3 - if the AI can make use of this feature or not. Any thoughts on mid-late game star bases?[/quote] I'd rather have SBs as something to be defended, that something that can defend itself, so I don't want them buffed too far. If a top-end starbase can deal with one or two enemies at once, I'll be happy. Though it needs it's armaments properly upda
It is thread jacking, yes :P Find MapSizeDefs in the data/game folder, then change every instance of to 999999. This should remove the arbitrary cap and you should get more planets. [quote who="jju57" reply="476" id="3592179"] On the big maps there is no way you can move from your starting world to your empire's edge at even 40 speed. By turn 200 or so your empire is about 100 moves across. &nbs
[quote who="jju57" reply="472" id="3592136"] In reference to the speed of a ship I understand that moves = attacks. But playing on the two largest maps is boring unless you speed numbers of 35-40. It simply takes way too long to go anywhere. So I'm worried you are balancing to smaller maps. After all on these huge maps your fleets shouldn't be all bunched together anyway. And with the nerfs to sensors you can't really see out that far so having a
Yeah, I'll look at ways to nerf it a bit.
[quote who="Syntax_VI" reply="459" id="3591905"] Quick question in regards to starbase carrier modules. I got one, then upgraded it once to asault (on the starbase). I then gifted it to the AI and attacked it as I wanted to see how powerful it was and there were no fighters in the battle. Bug, or did I screw it up by gifting the base to the AI? Do I have to manually build the fighters and send them to the starbase? [/quote] Probabl
[quote who="jju57" reply="456" id="3591842"] I'll restart with a mix of incredible and the one below it. One other thing I think might need to be changed. The optimization techs almost always offer us a choice of +% increase in stat, -% reduction in mass or -% reduction in cost. Well cost is probably the most useless as once you get your wealth/industry planets up and running it doesn't matter. In vanilla size reduction might have been a decent choice (bar
SD may have changed something on the terraforming side. It always built those first previously. Either that, or it's not grabbing the techs.
[quote who="peregrine23" reply="19" id="3591656"] It is an interesting idea, but it seems odd that ship role would take nothing but weapon type into consideration. Defenses, engines, carrier modules, etc. seem like they should have a significant role in combat role. It would also create some pretty severe noob traps (I wanted my transport to be able to defend itself a little, so I stuck some guns on it. Oops, now it's rushing to the front lines!) That said, pretty sure
So I've been thinking on this. We have 3 basic role stats - Value, Threat and Fortitude. We have 3 basic weapon sets - missiles, kinetics and lasers. And we have 3 basic behaviour sets - attacker, defender and support. Attackers rush, defenders stay close to their defense targets, and supports hang back. So what if we just bring the threes together? We have short-range brawlers determined by weapon range, long-ra
It's getting there. It's probably worth grabbing it now while it's 50% off because it's going to be worth owning sooner or later anyway.
[quote who="Annekynn" reply="446" id="3591238"] But youre assuming the player will survive in their nerfed state long enough to get powerful eventually. In all my playthroughs that has never been the case because as soon as you fall behind one ship size youre essentially toast. Ive had one large enemy ship take out four medium ships and one starbase all by itself. If you cant keep up at that stage it doesnt matter what theoretical awesomeness youre destined to achieve. [/quote]</
Currently, you should grab the Tourism tech itself fairly soon and then completely ignore everything else tourism related.Never build any buildings, don't research the other techs unless they're a means to get something else etc. I'd suggest that, if SD really want Tourism to be viable, they reduce basic tourism even further and then give significant flat bonuses to tourism buildings - or tie them into global morale, possibly as a counter to LEP.
TBH, just anything that makes pop growth relate to existing population size would be a good way to nerf colony spam.
[quote who="IDKodiak" reply="3" id="3591155"] I thought something was iffy - so it's definite a known bug yeah? [/quote] Yeah, I reported it months ago. Kinda figured it'd be fixed in 1.2 tbh, let alone 1.3.
To buff the attendant fleet. The point of the MSB is to complement fleets, not to replace them. Think of a fortress. With no one defending, it's helpless. It's a massive force multiplier, but not a force in itself.
You set your huge hull at Base capacity with no increase. I mirrored that. And for the full bonus, you're still looking at 3 turns as opposed to 1 for a ship that is now vastly more powerful than the fully decked out MSB. Besides, the point stands. Msbs are crippled due to other imbalances more than their integral weaknesses.
A few things spring to mind. 1) The cost of 1 huge hulled ship is, presently, 1 [i]turn[/i]. Forget the manu cost, as it's irrelevant; any half-decent player can make every planet pump out 3k+ a turn and so produce any ship in 1 go. The cost of the fully-upgraded military starbase is, if we use huge-hull constructors with 5 construction modules, 5 turns. 2). Those huge-hull ships have 500 hit points each which can be increased with tech and equipment.
Sigh, why are you doing this? No-one cares what you think about the game, because you have never played the game and cannot give an informed opinion. Look, GC3 is half price on Steam right now. Go and buy it. Play it for 10 or 20 hours. Develop a critical understanding of the game so that you can discuss the actual balance in an educated manner. Then come back and we'll listen to you. Stop just spamming bollocks you've picked up off the wiki, since among other t
Sneak peak at 1.3.4 changelog: [quote] 1.3.4 * Added a global scope to hyperion logistics system. * Hyperion Shipyard now gives +100% military manu for the planet it's built on. * All defenses now have a flat Mass of 2. * AI builds more transports when at war. * Removed min relations requirements for treaties. * Tweaked AI's willingness to accept said treaties. * Hyperion buildings now correctly target ships.<br
The AI definitely uses them on normal, provided it has the right techs. It probably uses them on any level. However, If you've been grabbing all the mass expansion techs and filling hulls, then in practice the AI will almost never be able to use your designs.
[quote who="peregrine23" reply="6" id="3590779"] Quoting Taslios, reply 3 I do know that it does increase miss chance... but how much? They don't. It is clear if you look at the XML that all they do is increase in-combat speed and acceleration. [/quote]
[quote who="a0152570" reply="4" id="3590774"] No idea, Paul even did not know when asked [/quote] No change there then :P
One thing I'd quite like to see implemented is a basic blockade system. Because really, if you've lose all control of your space to an enemy, then your internal trade and communications will be devastated. Presently, not so much. I have AIs declare war on me long before they have transports, I have them successfully occupying chunks of territory... and I don't need to worry, because they can't actually hurt my planets in any way yet. I understand that or
[quote who="Syntax_VI" reply="5" id="3590755"] I submitted a ticket. Pretty sure the trade panel simply can't keep up with the large empires that are possible on Insane maps and thus the whole panel goes black, whilst occasionally coming back every once and a while. [/quote] I don't think that's it tbh. I've seen the AI with 150+ planets and 500+ ships with no problems, while the Iridium have been lagging behind and