peregrine23

peregrine23

Joined Member # 2688337
52 Posts 687 Replies 1,354 Reputation

This has been discussed a lot. To me the ship role should dictate what that ship targets, but not what targets it. Ships should be targeted based on their threat/fortitude/value scores, regardless of class. That said, I did mod the battle behaviors so pretty much all ships target high threat/low fortitude ships first, then move on to defensive or support ships. It has its own issues, especially if you custom-assig

21 Replies 58,936 Views

The power of carriers in this game is based on the fact that weapons fire in batteries rather then individually. This means that larger ships will waste a lot of firepower when taking out lots of little ships. Larger ships have 2 advantages: you must eliminate all hp before they do less damage, and generally they are more efficient, so can be packed with more engines, life support, etc. The second advantage that large ships have over smaller is largely negated by carriers, which is why you wo

30 Replies 146,538 Views

[quote]1: what research do you need to follow to allow the building of bigger and stronger battleships playing as the human I always end up with little ships with a lot of beam technology but do little damage against my opponents in mid game. [/quote] The larger hulls are available though the engineering tree (oh btw if you are using the default research screen, switch to the tech tree, that way you can see where everything is and what you have to research to get it.) Weapo

4 Replies 26,344 Views

[quote who="Petri Kokko" reply="12" id="3589553"] And now I'm rambling. [/quote] No worries, happens to me all the time. The truth is, there's only so much that can be done with the tools available. I am playing around a bit with how big an impact the attack vs. defense maneuver has to see if I can figure out a better feeling for defensive ships. I may end up going in and manually changing roles in the blueprints too to try to get the AI to make ships that m

14 Replies 73,373 Views

Yeah, though, on the bright side, if you don't care too much how the ship looks, its very easy to customize your ship. If you take the base ship you want and click the "use design" button, then you can double click on the defenses you don't want and they will go away and then double click on the defenses you do want and they will be automatically placed on the ship. It's still a pain because you'll have to go back in every time you tech up, but it's the best option until w

3 Replies 12,927 Views

[quote who="Yeller123" reply="2" id="3589494"] I like everything but the retreat option, [/quote] Yeah, I kind of threw that one in at the end. I just like the idea of being able to set an objective for the battle and then being able to get out after, so you could do hit and run operations against high value targets like transports, but it's probably too easily abused.

8 Replies 54,665 Views

Birthing subsidies got nerfed with the other projects, so getting super high populations will be pretty tough with non-artifical races.

5 Replies 10,464 Views

Steam/steamapps/common/Galactic Civilizations III/data/Game/ShipBlueprintDefs.xml You can modify the core ships from there. Most of the ships use "best defense," so they are all building shields because that is your most advanced defense. If you research point defense or armor past where you have shields, they will change.

3 Replies 12,927 Views

[quote]Hi, I'm here to talk about the elephant in the room, that there's no way to win w/o owning the hell out of the industrial expansion tech branch. [/quote] I pretty much never research this branch. I usually concentrate on food, growth, approval, and terraforming. By then I usually have to shift into the ship-building and military techs. I find that the bonuses I miss out on because I'm not leveling up my factories are easily compensated by large

5 Replies 7,491 Views

[quote who="Petri Kokko" reply="8" id="3589324"] Or, if you want an even older analogue: The classic "archers guarded by pikemen" formation. The archers are very good at long range offense but suck in defense. The pikes have a very limited offense but excel in guarding the archers. I'd say combining them into a single formation is just good tactics and not at all "poor design or a bug in the combat system". [/quote] As you said, this is a mod, if you don't agree wit

14 Replies 73,373 Views

I recently made a mod to try and address the problem of pure defense escorts. I found once I addressed that problem, others started creeping up. The more I thought about how to make the battles tactically interesting, the more I got frustrated with the current role system. Here are some ideas for relatively modest changes that I think would make combat more interesting.

8 Replies 54,665 Views

[quote who="Yeller123" reply="7" id="3589290"] It's your mod, and I agree its abstract but I always imagined the defence heavy ships acted sort of like aegis cruisers, a specialist at shooting down incoming missiles so that other ships could focus on their speciality. [/quote] I appreciate the feedback. And really, your post has got me rethinking a bunch of things about how combat works in GCIII.

14 Replies 73,373 Views

[quote who="Yeller123" reply="4" id="3589286"] If everything targets attack ships first don't defence ships become almost pointless? [/quote] It depends on what you call a defense ship. Now ships that are mostly defense with no offence and no support are pointless, because they pose no threat. But ships that are balanced and tilt just a little toward the defensive end will get to dish out a ton of damage before they get targeted. This is also why everything but the attac

14 Replies 73,373 Views

[quote who="Annekynn" reply="1" id="3589246"] Wow this sounds awesome. Watching my capital ships go after drones while ignoring carriers totally made me cry. Such blatantly failed design. However since the player has control over the designation of the ship, whats to prevent me from making attack ships and labeling them as Support (so they dont get attacked first), and having some tanky ships that arent full defense but still more heavily defended and labeling them as attack ships? Or do

14 Replies 73,373 Views

So for my first mod ever, I have attempted a modest, but hopefully worthwhile endeavor: Many people have complained about the balance of the current ship roles, especially that if you load up a ship with defense, it will draw all enemy fire, allowing ships with nothing but weapons to dish out sweet, risk-free punishment. The reason for this in my mind is because the battle behaviors for various roles are written from the wrong point of view. They are written according to how you want

14 Replies 73,373 Views

Not sure how close you've been following things, but it seems that Brad agrees with you, at least to an extent. 1.4 should have some changes you will like. Also, while you may not love the min/maxing, in terms of how you build your worlds, I think it is actually much less so then GCII. Sure you probably only want to build economy, manufacturing, or research on any given world; but you should be balancing those with food, growth, approval, influence, and defense.

18 Replies 42,972 Views

1) Are the definitions of these moddable? I know I can mod what they do in combat, but can I mod what makes a ship a guardian, an escort, an interceptor, etc.? 2) What makes a ship an assault? I've figured out the all the other ship roles, but I don't know how to make an assault ship. Thanks in advance!

4 Replies 6,635 Views

I don't think there's a way to set all to random, but if you set the difficulty to normal it should set all the AI to normal.

3 Replies 3,996 Views

a. I never saw influence starbases as propaganda centers, just massive creators and distributors of culture. Like if the Mall of America, Dineyworld, Walmart, and Hollywood were all bundled togeather and shot into space. Which, come to think of it, isn't such a bad idea. b. Even if it makes sense from a lore point of view, my real objection is from a gameplay point of view. In my mind the role of the influence starbase in the game is to allow me to capture planets w

13 Replies 62,590 Views

Most campaigns will not make you a better player in the sandbox because they play by a separate set of rules and/or start you in a very different place. Campaigns do 2 primary things in these kind of strategy games: 1) Act as kind of puzzles: they are set situations that you need to find a way to take advantage of. Often you will start in a disadvantageous position as opposed to the even start of a sandbox. 2) Give you story and narrative. The biggest reason to play the campai

2 Replies 7,869 Views