naselus

naselus

Joined Member # 2608034
28 Posts 1,372 Replies 26,244 Reputation

[quote who="sardaukar_x" reply="28" id="3590636"] Personally though haven't really been a big fan of carriers, the fighters seem to take a few turns to rebuild/return (whatever) after being destroyed, so if you're getting into a lot of fights quite rapidly, I found they lost effectiveness quickly. [/quote] There's enough conflicting reports on this to make me seriously wonder if it's bugged. After all, we know that the combat view is bugg

30 Replies 146,807 Views

[quote who="jju57" reply="14" id="3590725"] Let's be honest here. The only reason for different weapon types is to create uncertainty. Empire A has beam so you have to have deflectors as defense. Empire B has kinetic so you need armor. Which do you build? That's why they want to balance DPS for all weapon types. Ship roles are the issue and I think the idea to target based on threat is probably the best one so far IMO. [/quote] &nb

21 Replies 59,021 Views

[quote who="Syntax_VI" reply="442" id="3590711"] @ Naselus. Not sure if it was your intent, but I'm at war with 2 equally sized empires now (same size as me). They are throwing almost nothing at me but carriers. Occasional large hulled ship in the mix, but other than that all carriers all the time. One faction I've been at war with for a very long time, so I've seen probably 40+ of their carrier fleets enter my space, usually in groups of 3 or 4. I've resorted to cheating

735 Replies 1,238,889 Views

[quote who="sardaukar_x" reply="23" id="3590570"] Not sure if this is completely relevant to this discussion tbh, but I find guardian drones hard counters carriers pretty easily. If you start to run into carriers just modify your current designs and pop one guardian drone pod on each ship. You get smallish fleet of fighters that priortise shooting down other fighters. Combined with main weapon fire the other fighters go down surprisingly fast and once the fighters are dead its all over.

30 Replies 146,807 Views

[quote who="Syntax_VI" reply="439" id="3590553"] The auto tech up for carrier modules is what does it then, and makes them super potent in the hands of the AI. The AI builds tonnes of ships, and rarely has the cash to upgrade them. I wonder why stardock chose that system, it really doesn't make sense. They should have to upgrade just like the rest of the components. Carriers are the most potent weapon in the AI's arsenal, and if used correctly are probably in the Human

735 Replies 1,238,889 Views

One of the things that keeps getting on my nerves is when I click the 'upgrade starbase' or 'idle colony' buttons and then have absolutely no idea where I am in the universe. I regularly use the button, then immediately exit the screen so I can check where I am. Both of these screens have vast amounts of unused space. I honestly don't need to have 90% of my screen populated with a picture of a starbase. A small (or even openable) zoomable minimap wit

12 Replies 43,072 Views

[quote who="a0152570" reply="22" id="3590520"] Very much so. Why can't a mil base have hanger and send ships out to help? Sure seems like this would be a tricky thing to do (not that I would know [e digicons]:|[/e] ) are you going to release it as a mod? [/quote] It's actually pretty easy tbh. Doesn't make a lot of sense, though - fighters lack FTL drives (which is why they're so OP), and so should take months

55 Replies 82,243 Views

[quote who="jju57" reply="436" id="3590526"] Would your AI have issues on a extreme map where the number of stars planets were about 40% of what they are now?[/quote] Dunno. Try it. I only play on insane with abundant settings at normal difficulty, so that's the optimum settings for the AI. You'd need to see for yourself how it does with other settings, though I suspect you'll be pleasantly surprised. [quote who="jju57

735 Replies 1,238,889 Views

[quote who="CWDIGAMES" reply="18" id="3590517"]It is expected battleships, and all ships, are at a very bad disadvantage against multiple fighters launched from a carrier. The best way to counter a carrier is with another carrier. [/quote] That is astonishingly poor design, as it basically invalidates everything other than carriers. Which means there's no point building anything else. That's a sure sign of something being game-breakingly overpowere

30 Replies 146,807 Views

[quote who="StarHut" reply="10" id="3590516"] Biggest problem currently is the escort ship as it can protect _attacking_ ships completely. [/quote] I tend to disagree. Nothing should allow us to dictate what the enemy shoots at in any way. That way is so gamey, and also makes for an easier to exploit system. An all-armour no-weapon hulk shouldn't be a valid option, ever. It's a bit of a shame tbh. I kinda see what the devs

21 Replies 59,021 Views

[quote who="jju57" reply="434" id="3590501"] I've read through the change log file and looked over much of what you did. Kudos to you. You did a fantastic job. I might want to borrow this and change a few things around to better suit my style of play. As for my question, has this been tested out on the small maps and really big ones? How does it play out for the different sizes? [/quote] The AI is scripted for big maps and get

735 Replies 1,238,889 Views

Seriously? You've watched a couple of videos and have read the manual, and from that you're formulated an entire wall of text about how the game is a massive leap forward, well worth it, and the DLC is all excellent? You've got an entire passage in praise of the map editor... based entirely on Paul telling us the map editor is good in a dev stream? You don't have a review. A review would be something written by someone who'd actually tried the produc

18 Replies 132,068 Views

[quote who="jju57" reply="4" id="3590487"] Another question if I may. What XML is the large empire penalty located in? Or is is spread out in many files? [/quote] It's in galciv3globaldefs.xml and is the 'intercolonymods' modifier.

5 Replies 7,408 Views

[quote who="androshalforc" reply="6" id="3590468"] shouldent support roles be higher on the prioirity list? personally i hink the healers/ buffers should be killed off first then dps then tanks [/quote] Arguable either way tbh. I'd suggest no, simply because it'd be beyond frustrating to constantly lose escorted ships to lone wolf attackers. If we're being realistic, then the escorting ships will move out and engage the enemy long before

21 Replies 59,021 Views

[quote who="Tetrasodium" reply="2" id="3590466"] That's too bad, it should probably be a global setting that can be overridden on a case by case basis in factiondefs or custom race equivalents. I don't have any immediate plans to change it, but I could see how changing the starting pop values globally would allow a mod to drastically akter the early game if chosen to do so alongside supporting changes. [/quote] Yeah, I've been wantin

4 Replies 17,666 Views

Carrier fighters auto-tech up. Battleships don't. It's probably an older battleship, though as I pointed out in another thread, due to the lack of engines etc carrier fighters can often have as much weaponry as a ship 2 classes larger. Also remember that weapons are balanced to have equal damage output accounting for both range and RoF. Kinetics have twice the range of lasers and about twice the rate of fire, so their damage per shot is lower per tier (I've

735 Replies 1,238,889 Views

[quote quoting="post"] on a side note, notably missing from that is the 10mil pop given on turn0 to civ homeworlds. I'm not sure where/if that's stored somewhere but considering I wanted to mod it during beta for a race & one of the reasonably recent devstreams had Paul playing a race that started with extra colony ships loaded with 2.5 pop each & a destroyed homeworld that still starts with 10 pop.. Adding whatever defines that 10 to the list woul

4 Replies 17,666 Views

[quote who="jju57" reply="2" id="3590433"] Nice ideas but what if I add a single small weapon to a ship with massive armor? It is no longer classified as support in your list. And if you ignore one small weapon then what about two small weapons, etc.? Humans will always game the system unless it is completely random in nature. [/quote] Then sure, that ship will becomes a target for ships which prefer that target type. It's not gonna impac

21 Replies 59,021 Views

[quote who="jju57" reply="2" id="3590425"] Thank you for the response. So how does the "stars" modifier in MapSetupDefs.xml interact with that value? [/quote] I believe it's a multiplier - so if you have a base of 50 and a stars modifier of 0.1, then you'd get 10% of 50 = 5 stars.

5 Replies 7,408 Views

[quote who="MottiKhan" reply="8" id="3590415"] I have, but I wonder why they'd need my sensorships. From what I understand, they don't even have FOW on godlike. [/quote] It doesn't know that the ship is basically a scout. The AI won't build ships which have an AI class of 'scout' when it can see everything... but the AI class is not set to scout on edited designs. I've no idea what it sets it to, tbh.

13 Replies 22,913 Views