I think it's intended for modules to stack, I can't think of any which don't, except for the ones that don't work at all. I suspect this is to encourage you to use fleets. Rather than prevent modules from stacking, I'd prefer the AI be able to field competitive ships and fleets.
Exenterator
Once ultra long range kinetic weapons are possible via multiple acceleration modules, it will be interesting to experiment with them. Would it make the kinetic carrier modules worthwhile? If there's no range cap and enemies must close the entire distance of your weapon range, it might be better to make many medium ships that will obliterate any other fleet before it gets close.
First you must find an existing Kiln of Worlds. Like other special resources and artifacts you can find on planets, you can only upgrade what you find.
Steam 4.1, no mods.
By my reckoning the acceleration field should be making my kinetic ships fire first. During combat they are not, the anomaly guardians with lasers are clearly firing first as I watch the battle play out. A range or damage increase is also not reflected in any stat pane. These test ships were also equipped with barrier field generators, which do appear to be working together. <img src="https://cdn.stardock.us/forums/46/69/4669943/b4109588-9b79-4106-ab50-c600d2c63d47.png"
Testing missile guidance array. I have taken screenshots of tooltip info in the design area, which show no change when the module is added. Forming a fleet with 6 such ships, the stat summary and individual missiles in combat are showing only base damage. <img src="https://cdn.stardock.us/forums/46/69/4669943/9513dc2f-0967-4909-8636-54bdd769595e.png" alt="" widt
Is this thread a better place to report issues? I have made 3 different threads in the support section, and I have no idea if those issues have been acknowledged.
Overloading a planet past its maximum population is already possible by shuttling people with colony ships. Any time a planet is over population cap, people start leaving/dying and the population goes down. I don't see the possibility of destroying cities as a serious way to exploit this versus shuttling people with colony ships.
At minimum the Yor should be given the ability to destroy cities. I agree that everyone should be able to do so, though.
Is this going to be addressed in 4.1? Should I be examining fleet modules?
On this planet, either the planetary conversion or planetary soil upgrade will be unusable. No mods, events, artifact powers, or anything like that have been used. Colony was founded with the mercenary ship Pollen.
At any zoom level, the radiation storm mentioned in the tooltip isn't visible. Edit: I can't find a way to attach my save file. I have it if desired.
Sounds good to me so far
I would agree that the priority should probably be Discord. Creating a community where you can post a question and there's people who will start discussing it immediately is great. It flows so much nicer than any forum could. However, the moment you want to go back and reference something, forums are far superior. I think there's colossal synergy between Reddit and Discord, which is what makes so many subreddits and servers thrive.
Add me to the list of people who would do it again for GC 4. No hesitation.
I will say defense is much better early on. A small hull with one of each basic defense type plus a superior railgun is probably my favorite early game unit. As your miniaturization allows, you can mix it up by swapping out the railgun for cheap lasers and missiles to confuse the AI. Park one of these on every planet and the AI won't touch you until it has a gigantic military advantage. In the early game weapon damage isn't racing past the amounts defenses provide, and until the AI gets large
One thing you'll want to keep in mind is that fleet defense modules stack. In a scenario where you have the resources to carefully design ships specifically for a fleet, you're better off equipping everyone with barrier field generators and field augmentation arrays versus having everyone pack their own shields. Point defense fleet modules aren't as good, but depending on your tech and what you're preparing for, they may still be more efficient than pure individual modules. One sneaky issue i
In my limited testing it appears fleet support modules such as the Acceleration Field and Missile Guidance Array are nonfunctional. They don't appear to cause stat changes anywhere (ship designer stat panel and module tooltips, individual and fleet stat panels and tooltips). I've also attempted to observe their effects in combat by adding/removing them. Damage isn't changing for any weapon. Kinetics are the only weapon with a fleet module to boost range. At first I thought it might be a situa
I think it would be fine to buy as many modules as you care to for a starbase, including duplicates, the same as you can throw as many weapons on a ship as you can fit. Determining a mass budget would be the biggest question. You should probably also gain the ability to scrap old modules to free up mass.
I wouldn't say it's ancient (like some campaign missions), but it's not current. I would say it's good enough, but because changes to the game have happened since it was last updated, I wouldn't spend too much time learning details with it.
Currently only factions with the "starfaring" ability can build them. So, technically they still exist, however no faction has the "starfaring" ability. You would need to select that ability with a custom faction to build them.
I tend to agree the GC3 feels unfinished. Frankly, the game is a hot mess.
Supposing you start with enough Precursor anomalies nearby to make investigating them without medium hulls worthwhile, what are the best options? You can't get too distracted with military techs for this purpose, without any other threats to bother you it's better to focus on other technology categories. The right combination of mercenaries can work, but that's going to eat a ton of credits. I find that with 6 techs, you can have consistent success. You'll want orbital manufacturing (
I agree that the base commander is by far the best, and that others are of limited use. Further, the commander ships are often the weak point of a fleet in battle. I believe all commander-types should simply be modules. When you design a ship, you just add a module of the type you want, and when you build it, it deducts the appropriate resources, including a commander, from your pool. Just like building a survey ship costs an administrator.
I had talked about it, but I decided to culture flip a planet a bunch of times to dupe hyperion improvements at all 27 sponsors. Plus stellar forges, naturally. Then I made this weapon for which there is no enemy. t would more be a matter of who could shoot sooner and more rapidly. <img src="https://cdn.stardock.us/forums/46/69/4669943/db8ec29c-