Petri Kokko

Petri Kokko

Joined Member # 2889572
2 Posts 159 Replies 372 Reputation

Well, +25% added to "1 hp/turn" is "1.25hp/turn" so it works as described, doesn't it? I think the game counts fractional hit points as the combat result report sometimes shows the final hit points with decimals. This you probably see as the 1-2 hp/turn i.e. it's 1.25hp/turn but you see the rounded figure. While the +25% might not seem so much when the healing rate is 1 hp/turn, try parking your ship in a planet or a starbase. Repairs on a planetary orbit should be 4 hp/turn a

13 Replies 73,674 Views

[quote]replace the vanilla races with the Mass Effect races starting in lore-appropriate parts of the map?[/quote] The home-worlds are assigned so that the order of planet creation in the map editor matches the order of civilizations in the opponents list in the game start. Place these accordingly and you'll get correct starting positions. [quote]custom pirate-like race to spawn at the edge of the map at a certain turn/date, and begin trying to exterminate all races in the

118 Replies 81,191 Views

1) There has to be a limitation. Otherwise it's open to exploitation. "Sell stuff/turn for payment in full and cancel the deal right after that." The game wouldn't work at all [i]as a game[/i] if that was allowed. You need the rules to either forbid it or to incur a severe penalty. Forbidding it is simpler and causes less frustration because then people would complain about the diplomatic penalties that last for ever... 2) "Un-abandonable colonies?" You [i]can[/i] ditch them.

14 Replies 71,936 Views

Yes, the AI DOW is basically just a reliable in-game timer saying that "before this you don't have to research any military tech whatsoever, military ships even less". Plenty of time for both after that as you only need a fraction of the tonnage of the AI for tactical power parity... At the very least the AI should copy the simplest basic opening from the human player's manual: - [i]First[/i] mass up a sizable fleet before you send it against the enemy - [i]Whi

11 Replies 16,887 Views

[quote]because it causes a lot of problems with calculating the correct ship movement, which are not outweight by the benefits the feature brings to the game.[/quote] You are very right and I completely agree with you, but what if it was a once-per-game-easter-eggishy thing? :) When I read this: [quote]some "slingshot" effect when ships navigate next to stars[/quote] I immediately thought: "By flying close around the star in one turn your ship has succe

4 Replies 7,479 Views

[quote]devs want to remove the per-planet production wheel, others want to make improvements.[/quote] Currently the planetary wheel is a must-have because it's the way we specialize our planets. You can't just remove it without crippling the game. However, the key word here is "currently". The important issue is to be able to specialize your planets and to extract the benefits from that specialization. The tool for this doesn't have to be the [i]planetary wheel[/i]. It cou

32 Replies 136,301 Views

[quote]The more you increase the bump in prices, the more time the AI will spend using 1 factory rather than 15, and the worse it will perform.[/quote] What if we moved the later tier production buildings forward in the tech tree? If it only had tier-1 improvements available at the early development phase then maybe it would go "wide" instead of "tall" in its planetary planning.

25 Replies 18,164 Views

[quote]the ships they sent out didn't merge into a fleet. All of the ships appeared in the same hex, but individually, not as a group. I was able to take advantage of this and destroy their ships, one by one, like ducks in a row.[/quote] Yes, seen this multiple times. One of the big AI mistakes that make it lose no matter how much you give it handicap goodies... Could the odd behavior be a consequence of routing the ships to different destinations? If I send two ships to t

3 Replies 13,278 Views

And now this: http://www.nasa.gov/press-release/nasa-kepler-mission-discovers-bigger-older-cousin-to-earth Apparently we have discovered Stellar Cartography. That should mean it's just a few more turns until we get Hyperdrive... :)

14 Replies 90,114 Views

[quote]You'd have to change each individually, and for each tech tree. You'd also need to spend a lot of time figuring out the tech choice weights[/quote] If the update you want to apply is something that can be expressed with a math operation and its targets can be identified with an xpath-rule it's possible to use XML patch tools. Simple updates are easy, like "modify ImprovementDefs.xml by multiplying Value=Value*2 in all //DefaultImprovementList/Improvement/Stats XML-b

25 Replies 18,164 Views

[quote]The combat roles are cool and all, but they are inferior to a much simpler system. Maximize damage- ship charges the enemy at full speed in order to maximize damage. Pretty much what all ships do now. Maximize range- ship engages the enemy at the max range of its longest-range weapon, then falls back. Minimize damage- ship attempts to stay out of range of the enemy. Now add on top of this some </

27 Replies 114,561 Views

[quote]Being able to rotate ships in ship builder.[/quote] Isn't that already there? Pressing middle mousebutton (or wheel) down and moving mouse will rotate the ship. Or did you mean "define which end of the ship is bow and which is stern"? That would be nice since it is indeed rather frustrating to have built a nice detailed big ship only to notice after putting in the drives that it's going to fly backwards... Anyway, I'd really like some helpful improvements to

84 Replies 364,701 Views

[quote]Honestly I kinda feel like we should have REAL borders, and then also INFLUENCE area. Real borders would be quite tight, say, the standard Starbase area of effect, but around every planet. Whilst influence is just that ... reasonable want all enemy ships to stay out of basic 1 turn engine range to prevent blitz-like shenanigans. [/quote] Actually, you might be onto something here. The game [i]isn't[/i] consistent about how it treats influence borders. Someti

46 Replies 150,927 Views

[quote]Another perfectly good game was ruined again today because I got four crappy planets on the other side of the galaxy[/quote] Well, there's the "destroy planet" button in the Govern-screen which solves exactly that problem and let's you feel a bit better about it... "Cowards! You should have stood your ground and fought to the bitter end! Now burn! Burn, all of you, burn! Mwahahaha!". :)

23 Replies 110,923 Views

[quote]Instead of slapping dozens of the same tiny little gun on a big ship, larger hulls would mount larger guns.[/quote] I'm not sure it's possible to make bonuses target hull sizes but about making bigger variants of the weapons: It would, of course, be quite cumbersome to have many variants of each weapon (not to mention the modding work...) but I wonder if it would be doable as an "enhancer component" similar to, for example, the missile assister where the same component

118 Replies 81,191 Views

[quote]we really want to make that a system that is more pleasurable to use. It has been added to the list.[/quote] If you are fixing the "join fleet preserves fleet attributes" could you look at the fleet names, too? They suffer from a similar symptom: When you add a ship to a fleet the fleet name resets to a new random name.

17 Replies 11,805 Views

[quote]As for this being an oversight, it's just the opposite. This is intentional[/quote] And a very clever and insightful intention it is, indeed. It truly makes the game better as a game in that you need to plan ahead. If you don't want the AI ships to be where they are then what's the problem? Just shoot the offending ships to bits and be done with it. If you park enough of your ships near the AI's system it will also declare war and try to shoot

11 Replies 9,564 Views

Isn't the placement of factions to planets simply by their order? See: https://forums.galciv3.com/468299/page/1/

5 Replies 7,080 Views

I think they should make the surrender a bit more interesting than just "here's our stuff". A nice solution would be to make the surrendering civilization a vassal to your empire. "We surrender. Spare us. We submit to your rule." This could be implemented with the existing game mechanics so you wouldn't need to add that much new code to the game: - If the capitulating civilization is a major one it's status is "conquered". This way the surrender counts towards a conquest v

23 Replies 110,923 Views

[quote]There is no way to tell the difference between a .4 tile (UT), .35 tile (PSU), and .3 tile (SE).[/quote] This is what bugs me the most. Why couldn't this terrain value be simply shown as a "tooltip" data when in terraforming placement mode and hovering the mouse pointer over tiles? Surely it has no game-enjoyment value keeping it a secret...

8 Replies 32,131 Views

[quote]Why don't you use some system with your ships? If I build medium sized Reaper in a game it is Reaper M1. If I modify it later it becomes Reaper M2, and I don't overwrite Reaper M1.[/quote] I'm wondering if I perhaps have gone too far with this :) but I name my designs with a coding scheme that tells me the stuff it contains: "Cruiser-EB2-B-MA2" Which obviously :-) means "An escort cruiser (i.e. medium-size hull) with double second-tier (shield/PD/tit

4 Replies 6,518 Views

A simple feature of just being able to name map places would be helpful. Choose a hex and input "Krynn Nebula" and that text would then appear in the map as a place name in that hex. The game wouldn't have to know anything about what the names mean or even what their context is beyond that there's now an association of text to a hex. Anything in the game that uses reference names, for example starbase names, would use the place names if they are close enough. "Deep Space starb

6 Replies 6,488 Views

[quote]Slow is -25% and very slow is -50%. However since they are additive as you have discovered, all they really serve to do is make you need 1 or 2 extra buildings at the start to get the planet up to speed.[/quote] I think there currently isn't any other way to implement a straight proportional increase to research times than to modify directly the research costs of the techs themselves. This is, of course, manually cumbersome to do to all the techs in all the *TechDefs.xml fi

10 Replies 51,350 Views

[quote]Massive project[/quote] Hmm... maybe it would be good to have some kind of production sink that you'd actually want to use. What if terraforming was not by buildings but by a project? Once you have poured enough production into the Terraforming Project a choice for a new hex appears. If the cost, say, doubled for each new hex the first few hexes would be at a "reasonable" level allowing practical early game use but it would quickly grow to a level where you really do need t

13 Replies 12,300 Views