Osbot

Osbot

Joined Member # 2740413
11 Posts 89 Replies 704 Reputation

I'm curious about something that you may or may not know but I figured I'd ask here. Is it possible to add modifiers to weapons based on the hull they are firing on? Example. A kinetic weapon firing at a tiny hull incurs an accuracy penalty. A kinetic weapon on a tiny hull firing on a huge hull incurs a damage penalty. I'm fairly certain you can already restrict weapon systems to hull type if you want to.

45 Replies 190,642 Views

I'm curious if there is a way to limit weapons to hull size, and to add modifiers like damage or accuracy depending on the target. Like, a medium hull railgun that does -25% damage to large hulls, and -50% to huge, while 100% more vs small and tiny. I guess the modifiers wouldn't matter so long as you can limit them to hull size.

6 Replies 9,328 Views

[quote who="Blaze of Glory" reply="41" id="3553462"] I noticed clusters create some funky staring locations. Using rare habitable planets has odd situations where they is a small cluster could have maybe 3 planets including the starting one, then a huge space where you have to build star bases and focus on range to get out. By then most of the other planets are taken. I have seen this happen to the AI and human players. One game the Krynn wren't discovered for well over 10

50 Replies 106,041 Views

[quote who="Niedzielan" reply="2" id="3553162"] You want to mod FactionMapColorDefs.xml ColorDefs.xml defines (btw, it's Definitions, not Defaults, AFAIK) the colours in the games - if you want to add new colours, you edit this. FactionMapColorDefs.xml defines what colours can be used on the map (ie, what you want). If a colour doesn't already exists, you'll need to add it to ColorDefs.xml too. You can check out my Map Colour mods if you want to, it'

10 Replies 12,355 Views

Nobody has any ideas on this? It effectively limits you to using I think 21 unique colors. After that AI's have to start sharing colors which can be, well, confusing to say the least!

10 Replies 12,355 Views

[quote who="JorgenCAB" reply="14" id="3553125"] I understand what you mean, but even if you "restrict" yourself which I do all the time in this game (like no other game)... the current priority is boring and it is really... really hard NOT to abuse the fact that Escort are so easily exploited. I want my battle ships to duke it out and interceptors to attack the support ship. If you want to stop these ships you have to take them down. Most combat just comes do

36 Replies 145,060 Views

[quote who="JorgenCAB" reply="82" id="3553142"] Read up on the subject... I have not read anything about any particular division in opinion among expert in the field of physics on the potential of energy beams in space. It is true that diffusion of the beam is a problem, but that is just a matter of engineering. In theory this is not a huge problem, if we want to have them we can build them, There just is not any real need for them. Kinetic cannons in space h

90 Replies 416,912 Views

[quote who="Stalker0" reply="26" id="3553132"] Devs confirmed in another thread that this is fixed in 1.02 (not 1.01 the current patch). [/quote] He came into this thread too and said they are pushing it into 1.01.

30 Replies 29,312 Views

[quote who="joeball123" reply="77" id="3553047"] Quoting Osbot, reply 76 My understanding of a beam weapon, at a theoretical level (I could be completely talking out my ass here btw) is that they are going to be a shorter range weapon since the beam is going to lose its focus over distance. Th

90 Replies 416,912 Views

[quote who="peteincary2" reply="10" id="3553060"] Capitals should go directly against other Capital/Escort/Support/Assault and defend Capital Assault ships should target Capitals/Support/Escort/Assault. Interceptors should go for Support/Assault/Guardians/Escort. Escorts should go for Assault/Interceptors/Escort/Guardians and defend Capital/Support. Guardians should go for Interceptors/Assault/Guardians/Es

36 Replies 145,060 Views

You can change these defines. I've done it myself. The big change I made was to capital ships, capital ships directly engage other capital ships. I think I made other changes as well, but the big one for me was capital ships. My current settings look like this, just listing the first priority. Capital - Capital Assault - Capital Interceptor - Assault Escort - Assault Guardian - Interceptor I think my settings are almost identical to

36 Replies 145,060 Views

[quote who="JorgenCAB" reply="72" id="3552624"] I don't think we should confuse a game like GalCiv with too much reality. For weapons in real space... Classical Rail-Guns would be totally outclassed by beam weapons while beam weapons would be totally outclassed with missiles that have near infinite range in space as long as you can detect the opponent in time. It would be more appropriate for Rail-Guns to launch mis

90 Replies 416,912 Views

Title explains it. Once the AI hits ~5k to ~6k power not sure the exact point, the power rating overflows and resets to 0. The AI now believes it is a tiny civ facing imminent destruction and surrenders to another faction. The inheriting faction will soon reach the overflow point as a result of this. They too will surrender. This cycle will continue until the game ends anti-climatically. This is a legitimate show stopper that I hope can be addressed via hotfix ASAP.

5 Replies 6,588 Views

[quote quoting="post"] I discovered during a soak run that the AI on normal will build constructors almost right away once it sees a resource, but once the constructor is finished, it'll ignore the resources that are two inches away from its own start location, and will send the constructors off into space to claim resources on the very edge of its own range, often getting the constructors killed by pirates in the process. I've watched as the AI ignores a pair of Promethion sourc

6 Replies 5,493 Views

This is pretty much the worst bug that the game launched with. It needs to be number 1 priority and hotfixed immediately. I don't want to get dramatic or anything, but this is an actual game breaking bug. Most bugs people complain about you can work around. There is no working around this. Civ hits X power, civ surrenders to another civ, that civ hits x power, rinse repeat game over.

30 Replies 29,312 Views

[quote who="Sansloi37" reply="16" id="3552499"] Here ya go Osbot, it is ready to drop into your mod folder. I changed 4 files, 2 of which are optional (they mod ship repair rates); the readme explains. http://www.filedropper.com/carriermod [/quote] Thanks

30 Replies 40,046 Views

So, I went into the colordefalts.xml to add more colors. I made a mod for it. None of the colors added show up in the drop down list. Anyone have any ideas? This seems to be the right .xml because it has almost all of the color choices available for the map outside of the faction specific ones.

10 Replies 12,355 Views

[quote who="Frogboy" reply="61" id="3552365"] This thread is a great example of why we don't allow for tactical control of units. Because someone would have made a unit within infinite kiting ability and we'd be spending development resources endlessly dealing with that rather than focusing on making the overall game better. If you want tactical battles, find another game. We will NEVER EVER EVER EVER EVER have tactical battles in GalCiv. It's

90 Replies 416,912 Views

[quote who="Sansloi37" reply="13" id="3552372"] I have spent some more time looking at the actual game files, and tweaking and testing various entries. A few notes: 1) Assault Fighters (first and last carrier modules) are coded to have (at least) one of every type of weapon and defense. Also, every Race Assault Fighter class definition (as noted earlier) is coded as Tiny. 2) Drone fighters will have lots of beams, some shields, and thrusters. That's all that the

30 Replies 40,046 Views