joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote who="asinine_99" reply="19" id="3563245"] combined with a way to actually defend military starbases, [/quote] It's called "a fleet stationed at the starbase." [quote who="naselus" reply="18" id="3563243"] although I find the idea that we can excuse some mechanics working through 'magic' but need to stick rigidly to physics for others a little distasteful [/quote] Very little of what I posted sticks 'rigidly to physics.' I

28 Replies 104,373 Views

[quote who="Christian_Akacro" reply="8" id="3563214"] Ya, I know. The point still stands that, as far as the game is concerned, my Yor are transformed into my non-synthetic race when I take over one of their worlds. [/quote] If you accept, as you claim you have, that the population growth is not in any sensible manner a function of biological reproduction, then to use that population growth function as the justification for the claim that a planet full of Yor becomes a plan

10 Replies 10,585 Views

[quote who="Christian_Akacro" reply="19" id="3563221"] Where in that quote does Reianor advocate for your ZoI=PB (Political Boundary)? He (she?) is only advocating, like I am, that there be some sort of PB as well as your ZoI, like the five tile limit you mentioned. [/quote] Is that what Reianor is doing, though? SweatyBoatMan said that you do not have territory outside of your colonized planets. This is, for the most part, true in the current version of the game, with the e

55 Replies 361,415 Views

[quote who="Reianor3" reply="10" id="3563046"] Borders on earth aren't much more "material" than empty space. The concept of borders involves the claims to territory, rules of crossing, jurisdiction and the ability to enforce those rules by actions that are "allowed" by the aforementioned jurisdiction. Basically it's a statement "don't get on my lawn or else" + a statement "this here is my lawn" + a law that will pardon you if you harm a trespasser (in certain law-defined way

55 Replies 361,415 Views

[quote who="silof" reply="10" id="3562930"] 20*315%=63 (Any help why my calculation is wrong?) [/quote] Because when you have a bonus adding 315% to the base value, your multiplier is 1 + 315%/100%, i.e. 4.15. You multiplied by 3.15, which corresponds to a final value of 315% of the base value, i.e. (base value) + 215%, rather than (base value) + 315%.

13 Replies 17,254 Views

[quote who="Christian_Akacro" reply="6" id="3563115"] Because when I conquer a Yor planet they can suddenly give birth and don't have to build new ones anymore. That being said, Paul mentioned on a dev stream once that they are looking into allowing you to have individual planets with multiple races living on them. [/quote] Despite the suggestions of the population growth branch of the tech tree, the game's population growth behaves nothing at all like biological pop

10 Replies 10,585 Views

[quote who="naselus" reply="13" id="3562931"] Besides, nothing else is modified to correct for this tile-warping effect. Deep-space SBs have a radius of dozens of light years, while starbases next to stars have a radius of only a light year or so. Seems a little hard to square that when dealing with the gravity well projector etc. [/quote] Which starbase effects need modification? Culture starbase effects? Influence doesn't make any real sense anyways, so who car

28 Replies 104,373 Views

[quote who="naselus" reply="9" id="3562869"] Add gravity wells to stars and planets. This would make travelling in star systems slower, and so mean that ships rarely, if ever, got to use their full speed unless they were in interstellar space. Make these 'natural' wells work on both sides, rather than just the enemy, so that you had to spend time accelerating to escape a gravity well (y'know, like you actually have to in real life). [/quote] If you look at the ga

28 Replies 104,373 Views

[quote]At the same time, for ground invasions you send massive parts of your population away as soldiers, and on the defending side everyone from the newborn to the oldest grandpa seems to join the military to fight back. [/quote] Given that population more or less directly translates to production capacity, it's much more likely that a planet's population is the number of working-age adult citizens (a class of people which mostly overlaps with military-age adult ci

10 Replies 10,585 Views

[quote who="Larsenex" reply="8" id="3562394"] Mass driver range is what? 800? [/quote] [quote who="Chibiabos" reply="9" id="3562464"] I think its 400 [/quote] According to GalCiv3GlobalDefs, it's 600 range without bonuses. You can get a +50% mass driver range bonus on a ship with a 50 manufacturing, 14 mass, 1 durantium module, and a +25% mass driver range bonus on a fleet with a 185 manufacturing, 15 mass, 1 durantium module, if I'm not mistaken. I

10 Replies 18,262 Views

[quote who="T33J" reply="7" id="3562209"] could you put a negative value in for the Jamming modifier to make a Huge hull easier to hit? [/quote] In theory, yes, though I've never tried it and so cannot say with any certainty that it will or will not work.

9 Replies 10,582 Views

[quote who="Stalker0" reply="5" id="3562108"] Could you increase their evasion score? Give them a greater miss chance, which is another version of defense. [/quote] That's essentially what Sansloi37's suggested jamming bonus does. It might be possible to do with a speed (or acceleration) bonus, but since as far as I know none of us really know what effects tactical speed and acceleration have in combat, I'd tend to avoid suggesting increasing the speed bonuses.</

9 Replies 10,582 Views

You could alternatively use the ArmorRating, ShieldStrength, and PointDefense effect types if you would rather have the defensive bonus show up as an increase in the ship's defenses, though I feel that Sansloi37's choice of jamming makes more sense as a defensive bonus for smaller ships. You could also use the Multiplier bonus type rather than a flat bonus type if you don't want to get the bonus for free. A bonus which has the 'multiplier' type works on the base va

9 Replies 10,582 Views

The Iridium Stores can be upgraded to better improvements (specifically to a 15% income, 15% influence, +2 levels to adjacent wealth/influence structures improvement and then to a +25% income, +25% influence, +3 levels to adjacent wealth/influence structures improvement) while the free markets cannot, at least from what I see. More expensive to maintain, more expensive to build and upgrade, yes, but probably better given sufficient time.

1 Replies 12,457 Views

[quote who="Sansloi37" reply="9" id="3561739"] I'm sure there are more, but early on in GalCiv III manufacturing could be converted pretty directly to research or money, and at a rate that made pure manufacturing planets superior to dedicated lab/econ planets. [/quote] This is not actually the case. Pure manufacturing worlds were never likely to be superior to dedicated lab or purse worlds. The conversion from manufacturing to research/wealth was <p style="padding-l

18 Replies 44,760 Views

[quote who="Uncle_Joe" reply="5" id="3561680"] OK, thanks all. So unfortunately it seems like another micromanagement need to optimize the colony output, eh? :/ [/quote] If you're trying to maximize the output, sure, but remember that you're unlikely to be getting more than a couple extra credits per turn out of the economic project. Project bonuses stack additively with the other bonuses to that output type, rather than multiplicatively, and making use of a project

18 Replies 44,760 Views

Also be aware that the greater the fraction of planetary production you sacrifice to get the project bonus, the smaller the base value that the project bonus acts upon becomes. Getting a 10% bonus to colony income when 99% of the colony's production goes to wealth is significantly better than getting a 20% income bonus when only 70% of the colony's production goes to wealth. High income bonuses on the planet additionally greatly degrade the value of the economic project, and you can r

18 Replies 44,760 Views

[quote who="eviator" reply="28" id="3561614"] Well thanks for clarifying my misunderstanding. But let me now correct yours. You see, you are throwing around right and wrong as if they are absolutes. Many of the formulas used in his game are, to a large degree, chosen arbitrarily. Circular area of coverage can also be such and algorithm, even if it doesn't work perfectly with hex maps. So the number is wrong almost half the time. But when it's wrong it is off by one, so it's n

31 Replies 169,146 Views

[quote who="eviator" reply="2" id="3561313"] Are you sure that is what happened? [/quote] [quote who="joeball123" reply="3" id="3561322"] The effect types in the XML files have not been changed, nor have the in-game effects (well, aside from some variations in magnitude over the various patches), only the name has. [/quote] [quote who="eviator" reply="7" id="3561401"] I'm really still not so sure about this. The Governance techs give bonuses to "

15 Replies 32,975 Views

[quote who="eviator" reply="24" id="3561569"] Third, missing tile count is irrelevant. It is effectively a measure of area and you said it yourself in the second paragraph of reply #20 (paraphrased) that area is not a good measure of effectiveness. [/quote] It is not a missing tile count. It is an estimate of the number of inputs for which the circular approximation gives the wrong answer. Using a ceiling function, any number of tiles from 4219 to 4446 should give a sensor r

31 Replies 169,146 Views

[quote who="eviator" reply="21" id="3561404"] Speaking of calculating it, a circle DOES work. [/quote] Using a ceiling function, the circular approximation of the radius is wrong ~26.5% of the time for numbers of tiles ranging from 1 to 720 (which should correspond to sensor ranges of 1 to 15). For a number of tiles which should correspond to a sensor range of R, the circular approximation is wrong for 50% of the tile counts 50% of the tile

31 Replies 169,146 Views

[quote who="eviator" reply="7" id="3561401"] I'm really still not so sure about this. The Governance techs give bonuses to "Total Manufacturing". The icon is an orange hammer, which is the manufacturing icon. Now granted, those bonuses do not show up in any planetary tool tips so it's not immediately obvious in the UI how it is applied. So I won't say I'm certain, but based upon what I see in game, my guess is Total Manufacuring != Production. [/quote] Well,

15 Replies 32,975 Views

[quote who="eviator" reply="16" id="3560854"] No, it makes sense and can remain a hex. r = sqrt(A/pi). Then round up, that's good enough. Might need to tweak sensor upgrade scales because it is appropriate gameplay-wise to have a large sensor radius in the mid-late game. [/quote] Well, for starters, your formula doesn't work on the hex grid, at least not under the rules we have. The area revealed by a sensor of range R is A = 3R^2 + 3R (+1 if you include the tile upo

31 Replies 169,146 Views