Brad said last yeah (during 2.5 I think) that " each weapon module should be firing independently ". I have been trying to test this in game, and it doesn't seem to be the case. Nor is it what the wiki says. As per the wiki: "Whenever a weapon is ready to fire, the ship will fire on its primary target, or another nearby ship if its primary target is still out of range for that weapon. All weapons of that weapon type on the attacking ship fire as one single attac
Surge72
You also haven't updated any of the default ship descriptions from when you changed all of the weapons. The prototype Guardian says "Short-range but equipped with a Prototype Durantium Driver". This isn't true. It doesn't require Durantium. The Prototype Sniper says "...uses an Elerium powered prototype weapon, giving it the firepower of a much larger vessel". This isn't true. It has a beam attack of 1. It couldn't be any weaker.
Just a minor bug I spotted. The Basic Railgun under Militarisation says it requires Thulium in the text, but it does not have it listed in the cost / details.
[quote who="mormegil" reply="28" id="3685536"] Quoting a0152570, reply 1 cool but you really need to rework blue prints, ship class defs, and text. just start as Terrans, do an 'unlock' and look at ships in designer. e.g Dreadnought using missiles? -r,-p,-l,-d ships are not consistent in use of enhancements; sh
[quote quoting="post"] 2. I would find it very nice if ships in nebulae could not be so easily spotted by sensors than when in free space. That would make it possible to lay ambushes in nebulae. It would also be nice if you could not only set nebula frequency, but also nebula size in the galaxy setup window. [/quote] Similar to something I suggested a long time ago but fell completely on deaf ears :( https://forums.galciv3.com/457396
The guilty party. He ruined the tech tree. Booo! [e digicons]>:([/e] [e digicons]XO[/e] [e digicons]X([/e] So much for Brad's insistence on meaningful decisions.
Oh wow. You really have ruined the tech tree. What was Angry Joe thinking!? Terrible advice.
Should always be able to mouse over resources to show income, regardless of what other window you are in. I tried it when I had the Promote Citizen window open, and it wouldn't work.
Queue up lots of them. Lots and lots. It would help if the build list didn't keep scrolling to the top every time you add something to the queue. I keep having to scroll down every time I click to add another mission/project.
The ship templates all seem so messed up. Various alternate ship templates all having the EXACT same set up, but the description describes them differently. For example, one template saying it is equipped with a Fast Recharger, but it has no such component. This is just one example.
All of the ship templates seem to have changed from Base, but their descriptions haven't. There are numerous cases where the description says something like "equipped with a Rapid Recharger for faster firing Beam weapons", yet the ship doesn't have one.
I'm assuming this is a bug - Is Beam Weapon Miniaturisation meant to be ~10 times more expensive than the other two Specialisation options? http://i.imgur.com/3umPSIm.png
When designing a new ship, the overlay showing the per turn income of all of your resources covers the ship stat block. http://i.imgur.com/153VHsi.png
There is a single change which I would LOVE to be implemented with Crusade, which will give the biggest change to gameplay for the better: Nebulae (nebulas?) should block sensor line of sight (as they would in the real world). Why? Introduce meaningful terrain to the map. A much needed change to the current bland galaxies where the terrain features are pretty meaningless. Ability to sneak fleets around the map - allows for guerril
Fantastic improvements and fixes, thanks Stardock! I especially love the detailed tooltip on the Sensors - it even works in the fleet window! Sadly none of the other ship stat tooltips do. Could they also be enabled in the fleet window, just for consistency? Also, the Tactical Speed tooltip still says "Missing Info". Could this tooltip get an overhauled detailed one like the new Sensors tooltip, explaining what it does and giving numbers?
I don't understand why people want things to scale with map size. Doesn't that just remove the point in having a bigger map? If things take too long or the map seems to big for what you have, then surely you should just play on a smaller map, as clearly you aren't a fan of the big ones with the added challenges?
I'm loving the sensor change! The straightforward linear increase with additional sensors was ridiculous. Now you have to actually build sensor ships into fleets, and put thought into positioning them around your borders. Space is big after all.
Congratulations on the release. A few questions questions on conveying information that I couldn't find answered anywhere (including the wiki - early days I guess): Different coloured weapons on the unit card - What do these mean? Most are what I expect is a standard blue, but there are also red and tan ones. Surely these mean something? Each weapon lists a "DPS per unit" - Is this per bullet/missile/photon, or is it per weapon/launcher (so two missile lau
The mass shouldn't increase with more of the same module. The speed added per module should go down. You know, diminishing returns and all that good stuff.
[quote who="Larsenex" reply="43" id="3627231"] Sensor stacking has been in game since ALPHA and is also normal [/quote] This doesn't make it a good idea.
[quote who="ManiiNames" reply="4" id="3626374"] Build more expensive ships. [/quote] So all ships other than carriers becoming irrelevant late game?
[quote who="Taslios" reply="12" id="3621852"] The thing of it is that on the really really big maps if you do not have sensor stacking or engine stacking it becomes almost impossible to explore and then conduct any sort of real war that does not take a mass number of turns higher than my boredom level. I've suggested this many times but they really truly need to make a "map size" variable into a lot of the techs. Base = Map Size *X + Bonuses&nb
See? Complete and utter confusion over combat when it comes to things such as range, acceleration, speed, evasion. People claim to know what it all does, yet no one is agreeing on anything.
I see in the Gamespot video that there is a mercenary ship that has "75% evasion", yet in the same video the evasion stat is still shown NOWHERE (Ship Designer nor Fleet Details), nor is it explained anywhere. I expect that Thrusters and Tactical Speed are also still a complete mystery in terms of mechanics. Are the combat mechanics and ship stats pertaining to combat ever going to be explained (and even made visib
[quote who="Go4Celerity" reply="232" id="3613802"] Quoting node10, reply 211 Every linear additive stacking bonus needs looking at in this game. Honestly, you should look at how daft Drives get with this sort of abuse: fleets have so many moves they're effective teleporting stacked death around the galaxy at will