Arumba

Arumba

Joined Member # 3689301
6 Posts 34 Replies 530 Reputation

You can put out more than one ship per turn from a single planet by juggling production to multiple nearby shipyards. It's annoying and tedious, but it is possible within the confines of game mechanics. You need 1 extra research or wealth planet per spare shipyard that you can 'attached' from any distance to provide ~1 production so that you don't get stopped by the 'orphaned shipyard' prompt, but I was able to successfully use a 500 production planet to ma

52 Replies 66,897 Views

So with the 1.02 beta patch, buyout costs got changed to 10 BC per MP, but upgrade costs weren't changed. This isn't really important for my observation, but I just wanted to mention it since it is related to this... 'exploit'. If you buy out a ship, it costs 10 BC per MP. If you upgrade a ship, it costs 30 BC + 6.6BC for each extra MP worth of upgrade you're doing. So would you rather design a colony ship, that costs say ~100 MP to build, or

0 Replies 7,828 Views

Nice patch! There are few items that I was hoping might get some attention in the future, if you don't mind receiving a bit of feedback! :) 1 ) Production Related A ) Stored production tooltip took me 34 hours of playtime to *notice*. It is very obscure, but very important information. Could this be brought out of a tooltip and put in the planet UI? Also note that this tooltip is inaccessible if

212 Replies 858,105 Views

[quote who="bxrobson" reply="8" id="3555401"] Assembly starts at 2 for approx. 150 manufacture cost, then you can research +4,+6,+8 in each of the three ages, the cost grows by approx 50% for each tier so it becomes cheaper per population. Also birthing subsidies project, I don't know if it is intended or working as expected but you get a 10% bonus for every approx. 10 social manufacturing. So for each 100 manufacturing birthing subsidies gives 0.1 faster growth as I

13 Replies 62,312 Views

The multiple preparedness center bug is that if you delete one it removes the token from every planet, not just that planet. Build them all up, delete 1, build another one on every planet, delete 1, build another one on every planet, etc.

2 Replies 4,991 Views

So two armor mods that add up to 10 wouldn't be as good as a single mod that provides 10 damage, simply because you can't roll as high on the two smaller rolls?

18 Replies 32,071 Views

[quote who="Vidszhite" reply="13" id="3554616"] Quoting Arumba, reply 12 Could you go into more detail here please? How exactly does armor work, and what is the salvage ratio I saw in the xml file? If a target has say 10 kinetic armor and I hit it for 1 damage does it go down by 1? Do I need to do 11+ damage to

18 Replies 32,071 Views

[quote who="Vidszhite" reply="8" id="3550131"] Quoting dulsin, reply 7 Considering how massive they are raise the damage to 2 and lower the cool down to 2. Oh hell no, that would be extremely overpowered. Keep in mind that Rapid Reload doubles its Rate of Fire, so you'd get 8 shot

18 Replies 32,071 Views

Looks like the penalty by default is 2.5% per tile after 6, so a 50% reduction doesn't extend the range without penalty, it just cuts the penalty to 1.25% per tile after 6.

6 Replies 7,975 Views

This was my basic experience with it as well, hence my question about how armor values are working. It seems like fast rate of fire 1 damage mass driver hits don't really remove armor.

45 Replies 190,570 Views

I tried modding weapon cooldowns and it didn't seem to work, I copied over the GalCiv3GlobalDefs file into my Weapon Rebalancing\data\Game directory and it doesn't seem to work. How did you make it work thegory1? Also, can someone shed some light on what this means? ShieldEfficiency Faction <

45 Replies 190,570 Views

Keep in mind production is never wasted, it is stored. You can find it in the completely idiotically (argument A) hidden tooltip by hovering over the production area. Note that if the production area has a full queue you can't see the tooltip. See argument A for how smart this is. Also keep in mind that if you have stored production, and enough production per turn to finish a project in 1 turn, but without the stored production it takes more than 1 turn, it will in

40 Replies 179,027 Views

Interesting, well I made a mod using your values OP, but now that Gaunathor has pointed out how to mod rate of fire, I'm wondering if it might be interesting to adjust kinetic firerate a bit. I really feel like they should shoot faster, far faster than lasers and missiles. Even just cutting the damage and firerate in half would feel better, but then I have to wonder if half points of damage are tracked or not. Can you do .5 damage, or is it only integers?

45 Replies 190,570 Views

How did you make your changes by the way? Manually, with a script? I am really impatient, I see something I want and I want it now. I am tempted to just try to make the changes myself >.

45 Replies 190,570 Views

I really dislike how when you use the commands interface to update ship production from an old version to a new version on shipyards that are building ships on repeat it will just queue a single ship of the new design and then continue creating the old design. I am specifically telling you that if you are building THIS ship, you should now build THIS ship. So if you are building ship A on repeat, it is only natural that if I tell you to stop building ship A and instead build ship

40 Replies 179,027 Views

I think that part that is tiresome about it is remembering when you need to make changes to planets. For example, you get access to some new terraforming tech, so on a research or wealth planet you go and change your slider around so you can terraform a tile, and then place down another building. This means you have to take it off of its focus, and then after X number of turns (dependent on your overall production capacity, which varies on damn near every planet) you have to *reme

40 Replies 179,027 Views

So I guess I'll be the first to ask for it then, where is the mod post associated with this? Your logic makes a ton of sense, and I find it silly how ineffective mass drivers are in this game. I really want to make some gun boats! Can I has mod now?

45 Replies 190,570 Views

Why should it be otherwise Azunai_? The purpose of those projects is not to give you more overall research/wealth/X than a specialized planet. The purpose is to turn a heavily manufacturing colony into something else. It's about flexibility. You *always* want production, whether its for building ships or upgrading tiles, and its *nice* that you can then turn that production into research or wealth through use of a project. But yes, if you have a 100% research

21 Replies 95,366 Views

[quote] Alternatively, the benefits of any project could be proportionate to the manufacturing points being spent on that project. [/quote] Have you guys actually tested this? You're talking about it like there's no scaling factor.. but there is! .01-9.99 manufacturing will give you ONE of the listed bonus. 10.00-19.99 will give you TWO of the bonus. Just load up the game and try it. I agree t

21 Replies 95,366 Views

I've been scratching my head trying to figure out the exact formula for influence/growth/resistance/production etc from approval, and I can't seem to figure it out. Can anyone fill me in on this formula? It seems far more valuable to get the last 25% of approval from 75%-100% (and far more punishing from 25% down to 0%) than the 25-75% range. I know the numbers down to a %, but I would prefer to have the formula so I plug it into a few spreadsheet calcs I'm doi

1 Replies 11,299 Views