[quote who="JorgenCAB" reply="21" id="3556069"] I'm not even sure I said that there might not be an issue. I was merely stating that we can't rely too heavily on the battle viewer representation of the fight since it does not always give a very clear picture. I have not experienced this issue personally as of yet, but then I have not used carriers very extensively either. In short... I'm not arguing there may be an iss
GrinNfool
[quote who="JorgenCAB" reply="19" id="3556040"] The major reason for why you observe lulls in the fighting is because the battle viewer is not live... it is just a replay of how the fight is calculated which is done before the viewer is even loaded. I believe they will fix these issues sooner or later. All ships have attack priorities on ALL ship roles, you just see the top two in the GUI... the rest you can see in the XML files if you care to look there.<br
[quote who="Orion03" reply="16" id="3555932"] new game, first fight. I have a carrier with 3 fighters, and a medium corvette with beams set to assault. The corvette fights... the fighters and carrier watch flying around been "out of range" until the corvette dies then they decide they should fight and blow up the enemy. Gah humbug ! Maybe I should have set the carrier to as
[quote who="peteincary2" reply="14" id="3555766"] I have seen this bug when the enemy ships contain a mix of escorts and support ships. My assault ships move in, destroy the escorts, then close in on the support ships which are hanging out in back. My ships and the enemy support ships circle around each other for 10-15 seconds, then finally they start shooting at each other. [/quote] Ya that fits with my hypothesis, there is no priority for supports
Ok glad someone else is seeing it, though it doesn't seem to be super common as not seeing reports everywhere about it. As you said orion its very spotty. Most of he time it works fine, but sometimes it just flat doesn't. Seems really random too in how it works. Have played about 4-5 games since I posted this originally, and have seen the bug pop in and out which might be why people have trouble detecting it. As an example have had my capitals fire, and m
Eh I feel they should be a defensive structure, so not a fan of the movement or buffing aspects.... I would prefer something along the lines of what Sins of a solar empire did. Any planet inside the zone of control for the starbase can not be flipped until the starbase has been destroyed I believe sins called an orbital government or something. Would gives players a good way to defend multiple planets. Feel this would be a fair trade as if you are going with a military ring
Looked into this a little more, and the more I look at it the more I think I am right, the only way I feel to make it compete is say each production cost reduction maybe also tacs on 1-2 logistics depending on spot in the tech tree. This isn't enough on a per choice basis for it to be worthwhile, but if you take every production cost reduction you would have a logistics advantage over an opponent by 4-5 mid game and 8-10 late game, which might balance out the fleet vs fleet aspect o
So I have played quite a few games at the hardest setting, and I have noticed something that keeps occurring. The AI can win in just about every section on the statistics including being 2-3 times ahead of you on the military stat, yet I will still walk over the AI's fleets like they are made of tissue paper. I think I have figured out why that is. The AI currently massively undervalues capacity reductions, and mass reductions. It hardly every takes them over the p
[quote who="EuphoricusR" reply="7" id="3552634"] The issue here is that carriers are supports. As that, they don't approach the enemy and stay at range, or even move in opposite direction. After battle with front line ends, enemy then cases the support ships, but they are usually far away so it takes some time. I think the distance is actually not properly displayed. It seems the ships flee "up" but "up" is not properly displayed direction. [/quote] I feel
Eh well then you wouldn't see it i guess... when you fight against fleets that don't get steam rolled, you will see, your support ships just charge with your assaults escorts and capitals. Yes when a battle starts the ships look nice and ordered according to their roles, but aside from targeting role has no bearing on what a ship actually does during a fight, aside from the initial fleet positioning.
Done more testing and its very random honestly... Sometimes the ships fight with the fighters/drones sometimes they don't. I cannot seem to find any reason on why it occurs sometimes and why it doesn't. The only thing I have noticed is it happens more often when you don't have fighters, but only interceptor drones. This is potentially very problematic when it occurs as a fight you probably should win you could take casualties or even lose. I also did specif
[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
So something I have just recently noticed with carriers and having normal combat ships with them. Until all your carriers' drones/fighters have been destroyed, your other escorts and capitals will not fight, they just fly around in circles. If this is specific to me... let me know, but have been watching for the last 6 battles, and my other ships don't fight until the carriers units have been destroyed. It doesn't look like the ai attacks my capitals either until
[quote who="BigBadB" reply="12" id="3550977"] Quoting TS22, reply 8 It is a design flaw though. I get that lasers and kinetics need to be viable options, but what is the rationale?! As it currently plays, if you use exclusively missiles, you just have to assume your ship captains are morons charging
Ya I am running it through a TV, and I did end up finding the prefs.ini work around while I continued looking after posting this, but thanks. However I now have another issue. Seems to be linked to how the game loads into maps. I cannot create a game on anything over large galaxy, or have to stay at 6 or less total civs, or the game crashes when I try to create it. This wouldn't be a big deal honestly I could deal with it, however its also impossible to load a game
Hoping to get some sort of help with this, so here goes. When Launching the game the scaling is completely off, something like 40% of the width and possibly a little bit of the height are cut off, left with a sort of wonky zoomed in image. The is also the case for the cinematic at the start, and of course means the title menu is completely unusable. The mouse can not scroll far enough to even guess click for an option menu as it is still limited by my actual screen siz