joeball123

joeball123

Joined Member # 3255849
5 Posts 648 Replies 476 Reputation

[quote who="00zim00" reply="4" id="3591720"] You get Credits from selling ships ? I never noticed that, I had hoped they did but thought they didnt. Ill have to check it out. Is that when you decommission them? [/quote] Yes, you get credits, and yes, it's when you decommission them. It's not that much money, usually, however. [quote who="MottiKhan" reply="3" id="3591713"] They're very slow to reproduce. In my current game, most of my planets can hand

22 Replies 28,448 Views

[quote who="StellioPaultos" reply="50" id="3591372"] One more option can be a drive-disruption effect that slows enemy movement. [/quote] Already exists, unless you were thinking of a flat -X speed. Gravity Field Generators and Tractor Beams increase the cost of passing through a tile by 25% and 50%, and reduce tactical speed by 10% and 20%, respectively.

55 Replies 82,044 Views

[quote who="BuckGodot" reply="8" id="3591275"] Just to double check, are we talking simple interest, compound interest.... Or exponential interest on this economic growth I could have been getting? [/quote] I computed it using compound interest compounded monthly, assuming an annual interest rate of 0.1%, and you're right, I should have said what I used; after all, the difference between compound and simple interest over such a great period of time as five months produce

12 Replies 23,107 Views

[quote who="BuckGodot" reply="6" id="3591258"] So, let's see. Notwithstanding the presence of future sales (GC III is on sale right now, as a matter of fact), there is now $25 worth of DLC out there. Only $25 to go or so before I break even as an Elite Founder. [/quote] Now, now, don't be forgetting interest. It's so terrible to be forgetting interest, especially over such a short period; you've missed the whole two cents or s

12 Replies 23,107 Views

[quote who="jju57" reply="47" id="3591169"] What that means is you have to have a fleet for every MSB you have and not move that fleet. That is unrealistic at best. There is no way you can have a fleet at every MSB. [/quote] You only need a fleet at each starbase which is actively threatened or which you expect to be threatened in the near future, not every starbase. Beyond that, you have the option of deciding that a region is not important enough to commit (signific

55 Replies 82,044 Views

[quote who="jju57" reply="44" id="3591097"] You know this is not how things work. My fleet with their super engines can move in, kill the SB and move out all in one turn. There is nothing forcing me to fight that fleet first. [/quote] Have you never noticed that you can fleet ships up with a starbase, or that the starbase's logistical limit for defending ships is similar to end-game logistical limits for fleets? You station ships at the starbase, and that starbase ca

55 Replies 82,044 Views

I don't believe that there is a direct way to do what you're asking. However, it is possible to include both flat and multiplier type bonuses to the same attribute using the same component, and I believe you can also add such bonuses to the hull types, which suggests several possible workarounds. Edit the hull stat definitions to add a flat bonus to serve as a base value and a multiplicative bonus of -100% to the same attribute. When you design the components,

2 Replies 5,040 Views

[quote who="jju57" reply="39" id="3590966"] Like I said the AI is too dumb to take out the SB giving you that big bonus but when you fight the AI what is the first thing you destroy? The bonus giving SB of course, especially since you know it won't cost you any damage (or very little). [/quote] Then station a fleet at the starbase. I cannot kill the starbase without going through at least that one fleet, and that one fleet is ~twice as strong as the ships in it are supp

55 Replies 82,044 Views

[quote who="jju57" reply="37" id="3590912"] Or have the military SB's extremely strong where it actually takes a more advanced fleet to destroy it. Otherwise they simply aren't cost effective. [/quote] There are 25 modules specifically for military starbases, and another 43 generic modules (and you won't always be able to or need to build all of the generic modules, but I'll count them all anyways). Therefore, at worst, I need 68 construction modules to fully

55 Replies 82,044 Views

[quote who="redviper37" reply="4" id="3590867"] they boost the income share of one planet, no? and they provide a nice bonus to economy buildings [/quote] They increase the tourism income of the planet, not, to my knowledge, the planet's share of the base amount (which would actually be worse ; if the Port of Call make a planet count as 1.1 planets for the purposes of determining base tourism income, it decreases the tourism income on all of your other worlds and

7 Replies 164,703 Views

[quote who="thesandmantsg" reply="2" id="3590824"] That's lame though, that was my favorite way to play. Was fun to have a small number of damn near perfect planets. Must have been a balance thing, it sure was powerful. [/quote] It's not that difficult to mod back in if you want to have it, and unlike the other terraforming improvements the computer isn't going to screw up where to place it. It does make individual planets more powerful, but if the computer is ta

3 Replies 12,461 Views

[quote who="Gauntlet03" reply="26" id="3590664"] Arguably the fighters have rudimentary hyperdrives that require frequent refueling, and there is a refuel network in the area of effect coordinated by the MSB. [/quote] Doesn't really help. If you go for the prearranged escort justification, you need to have fighters that are as fast as the fleet they accompany or they'll slow it down, or you're looking at continually dropping one set of escorts and picking up a n

55 Replies 82,044 Views

[quote who="Gauntlet03" reply="24" id="3590542"] The msb is ... detecting enemy presence early enough to send escorts. [/quote] In order for your station to be able to dispatch fighters to any arbitrary point in the station's area of effect sufficiently early for the fighters to reach the tile at the same time as a detected threat, the fighters must be capable of a hyperspeed of at least [radius of station's area of effect]*[threat

55 Replies 82,044 Views

[quote who="a0152570" reply="1" id="3590316"] i have not any use my good war ships (don't know why) [/quote] There's a reasonable chance that the designs simply are not buildable by the computer faction, especially if you're in the habit of stacking as many levels as you can on the Hyperion Shrinker or attempting to obtain as many of the component capacity cost reductions and hull capacity bonuses out of the tech tree that you can, or consistently choose the hull

13 Replies 22,814 Views

Let's consider for a moment just how large a volume of space each tile represents. According to this post by Draginol (Frogboy), the minimum dimension of a tile is ~0.02AU or ~10 light-seconds. If we're very, very generous, GCIII ship combat ranges might be roughly 0.4 light-seconds (beams, which include lasers, take about 0.2 seconds to propagate from point of origin to target when fired at maximum unboosted range, and the maximu

55 Replies 82,044 Views

[quote]The only reason their was a battle of Yavin was the death star had TIE fighters to take on the rebel fighters. The Trade Federation Battleships didn't do a whole lot of damage to the Naboo fighters. The droid fighters did the damage to the Naboo fighters and the Naboo fighters blewup the Trade Federation battleship. [/quote] You know, the space battle over Naboo is actually something I'd tend to cite as an example of a scenario in which dedicated carriers are

30 Replies 146,561 Views

[quote who="janhardo" reply="14" id="3589987"] Yes, force fields are science fiction and the good old minefields are obselote in space, but perhaps usable on the planet itself ?..or is are there also a force field possible what prevent enemies to invade. [/quote] As far as forcefields capable of preventing invasions go, this is possible in settings which allow fully-shielded planets and shields which can block the passage of or destroy large objects. The Star Wars

55 Replies 82,044 Views

[quote who="janhardo" reply="12" id="3589907"] Why not minefields around a SB to slow down a enemy fleet ? [/quote] Because minefields in space are usually one of the stupidest concepts in science fiction, especially with an unconstrained FTL system such as is used in the Galactic Civilizations setting. That said, military starbases already have a way to slow down enemy fleets, they just don't work that well. Gravity Field Generators are supposed to increase the

55 Replies 82,044 Views

[quote]Is there a way to adjust the AI so it is somewhere in between these two? [/quote] If you're willing to play around with the XML files, yes. The difficulty levels are defined in GalCiv3AIDefs.XML, found in C:\Program Files (x86)\Steam\SteamApps\common\Galactic Civilizations III\data\Game if you installed to the default directory. You can edit the file to change the magnitude of the bonuses the computer gets at each difficulty level; you can implement this as a mod

3 Replies 13,832 Views

[quote who="peregrine23" reply="13" id="3589559"] This mod loses some of the rock/paper/scissors aspect that I think is supposed to be baked into the base game, and I'm trying to figure out how to get at least some of it back. [/quote] You might be able to do something with expanding upon the fleet-wide defense-boosting components that are already in the game. I don't know that it'd work well , especially since defenses deplete and don't regenerate, b

14 Replies 73,390 Views

[quote who="StellioPaultos" reply="4" id="3589608"] Um btw. . . . . . why hasn't anybody mentioned drive size ignoring your hull size ? I think it's cosmically absurd that tiny gnats must haul the same hyperwarp rig that propels your deathstar in order to keep up with the fleet; and gaining "maneuverability" in combat in the early game consists of leaving just 2 size units to squish all your torpedoes into. [/quote] With regards to the FTL drives, given that GalCiv

8 Replies 54,675 Views

[quote who="a0152570" reply="7" id="3589347"] A planet with all labs makes for horribly inefficient use of its raw production [/quote] It really doesn't. Assume, for a minute, that you have the ability to get a bonus of B to any one of the three fields if you went only for the buildings for that one field (so roughly B*[building fraction] to each field), and also assume that you're splitting the production evenly across the three fields. Three simple options to build

18 Replies 42,986 Views

[quote who="Yamota" reply="5" id="3589156"] And if you don't want to waste that many tiles and tech time on it, you will find it very hard to repel invasions. [/quote] As long as you have Elerium to spare, it only takes two tiles to render a planet immune to conventional invasion and invasions supported by planetary bombardment; an Elerium Defense Shield and a Planetary Defense System which are adjacent to one another gives you 100% planetary defense (75% PD from the EDS

8 Replies 30,538 Views

[quote]The idea of the influence victory is that it is for the players that want to play peaceful diplomatic games and win the the sheer awesomeness of their empire. [/quote] I don't see the influence victory as a victory type for the players who want to play peaceful, diplomatic games. That's what the alliance victory is for. The influence victory is much more akin to the domination victory that other games offer (i.e. you win once you control X% or more of the cl

13 Replies 62,598 Views