joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote who="eviator" reply="2" id="3561313"] Are you sure that is what happened? [/quote] Yes, I'm quite certain that this is what has happened. I expect that Stalker0 is quite certain that this is what happened, as well. 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. Furthermore, actual manufacturing bonuses, such as the on

15 Replies 32,987 Views

[quote who="peteincary2" reply="38" id="3560938"] Actually 3 ship combos work, but only 2 are useful: capital-escort and guardian-support. (Escort-support just has too far a difference in starting positions to be useful.) The guardian-support combo is particularly helpful with base defense. [/quote] I meant to restrict my statement to the five roles intended for primary combatants. The support role fairly clearly is not intended for primary combatants; its movement type is &

57 Replies 249,325 Views

[quote who="peteincary2" reply="35" id="3560863"] The defensive ship is an escort ship and the attack ship is a capital ship. [/quote] This is only really an issue with escort-capital pairings because for some reason the developers chose to make it so that not one ship role preferentially targets capital ships before escorts. Not even capital ships, which traditionally prioritize engaging other capital ships when present, prioritize engaging capital ships over escorts, nor d

57 Replies 249,325 Views

[quote who="naselus" reply="32" id="3560681"] Even with the significant global mass reduction that ships appear to have suffered, it's hard to see how modules could come in at under 100 kilotons - that's only about as much as a modern-day aircraft carrier or cruise ship. [/quote] Well, if you assume that conservation of mass applies in GCIII and that the mass listed for a ship includes the mass of its cargo, then you can estimate the mass of a module by checking the

36 Replies 48,415 Views

Based upon some variables in GalCiv3GlobalDefs.XML, I would expect that a civilization's power rating is calculated as [power] = 0.3 * [total production points] + 0.002 * [battle rating] + 0.001 * [treasury] + 0.1 * [total influence] + 0.25 * [number of techs researched] + 0.1 * [number of ideology traits] The constants are from the v1.02 GalCiv3GlobalDefs; they may differ somewhat in v1.03. I haven't looked at v1.03, so I couldn't tell

6 Replies 8,369 Views

[quote who="Stalker0" reply="30" id="3560374"] At turn 1, I can put 2 constructors on a cargo hull (which actually feels like this has changed, I don't remember being able to do that turn 1, have the masses been changed?) So that's 135 + 42 x 3 (3 cargo hulls) = 261. So I was off by 1. [/quote] A cargo ship with 2 construction modules costs 2*27 + 42 = 96 manufacturing. You require 3 of these, so that's 288 manufacturing, but you only need half of the

36 Replies 48,415 Views

[quote who="Stalker0" reply="27" id="3560158"] Beyond that, advance notice is a strong benefit. A 20 range lets me know when danger is coming earlier than a 10 range, and that notice is highly valuable. [/quote] I never once said that advanced notice was not a strong benefit. I said that advanced notice has far more to do with detection range than with area covered. It does not matter that at 20 range I cover 1261 tiles rather than the 331 tiles covered at 10 range. It matte

36 Replies 48,415 Views

[quote who="Expendable_Redshirt" reply="23" id="3560043"] Perhaps this can be done by stacking a defending fleet on a starbase? [/quote] This is in fact one of the two ways to use a defending fleet to protect a starbase. The other way is to use the defending fleet to intercept inbound hostiles at some point between the time of detection and the time at which the inbound hostiles become capable of attacking the station or stations being protected.

36 Replies 48,415 Views

[quote who="Stalker0" reply="17" id="3559803"] Looks like its time to fight math with math! [/quote] The number of tiles observed by an object with a sensor range of R is equal to 3R^2 + 3R (+1 if you include the central tile, i.e. the tile containing your ship, station, or colony), not pi*R^2; we're working with hexagonal grids, not circles. As an approximation, it's not terrible to approximate via circle, but the formula isn't that difficult to work out and it&

36 Replies 48,415 Views

[quote who="Stalker0" reply="13" id="3559727"] While Manu cost is a factor, you have to be careful about weighing it too heavily. while a sensor ship does cost a lot more than a starbase sensor platform, it is hugely more powerful at that role. Further, because you don't need a lot of sensor ships, the Manu cost is not a large investment At all. It's a drop in the bucket compared to all of the manu you spend elsewhere. [/quote] It takes no more than 5 cons

36 Replies 48,415 Views

[quote who="Zhurok" reply="10" id="3559718"] Out of curiosity are you using the Malevolent ideology approval building? I've found it to be pretty powerful on Insane maps. That said I haven't gotten an empire quite that large yet. [/quote] Approval is computed as ([flat morale bonuses] - 0.2 * [number of planets]) * (1 + [approval bonus]) / [planetary population] If the large empire penalty is large enough to reduce the plan

16 Replies 14,161 Views

[quote who="00zim00" reply="5" id="3559679"] I imagine this is just the first step in balancing them. I have heard they plan to make them have diminishing returns the more you stack. So full warning for eveyone, don't expect for this to completely fix the "issue" [/quote] If they're not also introducing a new type of stacking penalty, then I hope you're wrong about this because the stacking penalties we have currently are not of a type that I want to see on any o

6 Replies 7,659 Views

A fleet's range is equal to the range of the shortest-range ship found within it and the fleet's speed is equal to that of the slowest ship within it. Generally speaking, the ships you find in ship graveyards are somewhat lacking in the range department by comparison to your survey ship and are also typically slower, so it's not a great idea to use them to escort your survey ship. Better to send them home or off hunting pirates. As far as changing things so that your surve

2 Replies 5,072 Views

[quote who="Larsenex" reply="10" id="3559477"] What are your thoughts on Sensors? [/quote] I consider station sensors to be a bit too weak despite mostly being very cheap relative to similar-tech ship sensors. I personally do not care that I can build a ship with a sensor range greatly exceeding that of a station; something which specializes in a particular task should be better at it than something for which that task is at best a secondary function given even remotely simi

36 Replies 48,415 Views

[quote who="wpkelley41" reply="21" id="3559512"] 2) joeball, I always maxed opponents in GalCiv2. 9 factions and full minors was around 20? My memory fails me. Anyway, you ask if 9 felt right, try 16. Are you including the minors in your count? By your advice, I'm thinking my 26 would fit on excessive nicely. [/quote] I did not count minors; they only occupy a single planet in GCII and as such don't really occupy any significant fraction of the map. Remember,

35 Replies 121,443 Views

Excel, or at least Excel 2007 and later, has an option to import data from XML built into it. I don't know how well it'll work with the game's XML files, but you can try it. Check the Data tab on the tool bar or Import Data.

1 Replies 4,190 Views

Some things that might help, if you know how many opponents you liked playing against on GCII maps: GCII total tiles on map: - Tiny: 2025 tiles - Small: 3600 tiles - Medium: 5625 tiles - Large: 14400 tiles - Huge: 32400 tiles - Gigantic: 72900 tiles - Immense: 108900 tiles GCIII total tiles on map: - Tiny: 2791 tiles - Small: 4921 tiles - Medium: 10981 tiles - Large:

35 Replies 121,443 Views

[quote who="Larsenex" reply="3" id="3559262"] The same tech at end game the (MSB) has only 200hps and will die under one Alpha strike. My goal is that near late game if you want to take out a heavily invested MSB, you better bring a Big flipping fleet, pack a lunch and hope the Odds Gods are in your favor. It should be a drawn out battle that will cripple any one large late game fleet. After all you sent nearly 15 to 20 constructors with modules and paid for the production. Its the same

36 Replies 48,415 Views

[quote who="Goatmeal" reply="6" id="3559300"] What are the actual effects of the luxury trade route and the slave trade route? Does anyone know the numbers? [/quote] One of the XML files is called TradeRouteDef. If I'm reading that file correctly, a standard or slave trade route should have a base value of 0.05 * [planet "incomes"] + max(1, min(250, 0.025 * [trade route length])) + max(1, min(250, 0.1 * [trade route age])) A lu

9 Replies 99,484 Views

[quote who="Osbot" reply="42" id="3559140"] Once starbases can have fighter modules, allow the starbase to launch a fighter based attack on any enemy fleet inside their zone of control once per turn. It makes sense, before the base has fighters/assault fighters it has limited projection capabilities. Once it does, it can send its fighters to attack beyond its own weapon systems range. [/quote] Those would have to be some very fast fighters, seeing as the standard fighter des

54 Replies 226,678 Views

[quote who="J_L_Seagull" reply="17" id="3558987"] Thanks, found it. Is it possible to add another, lets say Artillery, by copying and editing, without the game falling apart? [/quote] Without the game falling apart? Sure. But the new ship role won't appear as an option within the game, at least not just by modding the files that we have access to in the Data folder, as far as I can tell.

18 Replies 21,025 Views

If you installed the game in the default directory, then C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\Game.

18 Replies 21,025 Views

[quote who="naselus" reply="7" id="3558634"] ... it's still going to have 3 farms in the end to hit 20 bil. Why not get them built early and avoid wasting turns of valuable growth? [/quote] Because building them before you come close to the pre-farm population cap delays building much more immediately valuable structures. Furthermore, even if your timing is somewhat off, a planet with a decent manufacturing level can fairly easily make up for the lost turns o

11 Replies 22,829 Views

The Omega Research Center upgrades from the Innovation Complex, which is an upgrade of the Research Coordination Center. This means that you cannot build it until you research a more advanced technology than was required to unlock it, and additionally means that you're likely to build it somewhere without noticing or being aware of where it's built because it's going to be automatically added to the construction queue as an upgrade to an existing structure, at least if you leave a

3 Replies 16,115 Views