The wiki discusses the ship roles, and does a fine of doing it. And it was just posted here recently, but briefly: Support - stays in the back and won't move until enemy offensive ships are all dead (Interceptors, Assault, and Capital). If a ship comes in range, however, they will shoot. I like to use at least one Support which I load with sensors, but will probably give that role to my Capital now (or again, as I had just recently switched to usin
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I didn't find the dimensions of the battleviewer in the xmls, but the weapon ranges are listed in the ship designer(also not in the xmls) Thanks for looking. Yea, missiles are just over 1k. Which means my Support can launch over the head of my Interceptors, but not by much. And since the Interceptors move forward, and the Support don't, that 'not by much' should quickly become 'too dang much.' So I guess
Interestingly (to me), I didn't know that the ship roles had any meaning, until yesterday. I thought the roles were merely a nice added touch so we could keep track of our intentions for a particular ship's purpose. But I wanted them positioned similar to how they are actually positioned in the game, so I was putting triple thrusters on my Interceptors and single thrusters on my Assault ships. I didn't know about the targeting preferences either, and was trying t
Thanks. That info is on the wiki too. I'm interesting though in knowing the range between my Support missile launchers and the enemy's Interceptors at the beginning of a battle. Anyone know the dimensions of the battle field, for example?
I'm away from home, working on my fleet formations (so can't access the game), and have a quick question. If I have the full assortment of ship types in my fleet, will Support ship missile boats be able to reach any targets when the battle begins? On that note, we know the starting position of our ships, but what about the enemy ships? What is the opening distance between my Interceptors and the AI interceptors?
"The Elerium Wars" Exactly.
In the current game about 45% of the map. But in my other 2, yes, full map was checked. That's 2 insane galaxies with no elerium, and 45% of a third. And I'd really like to see the Shrinker hit level 18 at some point.
I'd just like to request that on maps with rare resources, there be at least 1 instance of elerium somewhere in the galaxy. My preferred settings are insane with rare resources, and with those settings I've yet to see elerium, even 1 instance, on any map. Which of course limits my Hyperion Shrinker capacity by 10%. edit: which makes me cry in the late hours of the night. Also, maybe randomize per game which resources ar
Well, I was really annoyed with my ship movement last game. I would give the command, the ship would freeze for a few seconds, then teleport ahead. This game, issue is not there. And I realized that what was causing the problem was excessive exploration treaties. Earlier game I have 20 treaties going on an insane map. I saw some slow down on current game with 5 treaties on insane. As the treaties concluded, ship movement improved. &
Just a note, mentioned this elsewhere... I originally played with the size 16 planet start, because it helps to maximize whatever focus you have in mind for that planet. Then I used the bread basket for a bit, and that was nice too. Last couple of games I went with the 8/4/4 set up - my reasoning is that, since we get 5 or so techs that allow you to make unusable terrain usable, that is a bonus of 10 tiles to work with, plus the free land from ideologies.&nb
Ha ha, yea, that's one I saw. And my name happens to be Tim, and at first I was like, "What the hey?!". I suggested donations instead of just a vote because it deposits money in the SD coffers, which frees them up from being forced to work on expansion content so they aren't in the red. I love added content, but there seems to be quite a few things that are current issues that players want addressed, and despite several months, have
Subjectively, it seems to me that quite a few bug fixes have been put on the back burner while a push is made for some profits. Okay, business is business. But as a player, it is a wee bit frustrating. So I have a suggestion. Have 'kickstarter' type donation options for various bug fixes AND upgrades. Players want to be able to design the carrier fighters? Set up a donation box to pay for the time it will take to make that
Just had this happen, but got 7 planets, not 6. I originally played with a 16 planet, then tried the bread basket start, which was a nice start. But with all of the techs that allow you to cultivate bad tiles, I figured a 3 planet start nets you the most tiles overall, so gave it a try. On my second 3 planet start, I didn't colonize the 2 bonus planets right away because you don't get ideology points for them. And eventually ended up with 7 spo
Well, I think that altering the colony ship would be a speed bump, certainly, but still easily worked around. Particularly as you gain techs to allow you to put more mass on ships, which come pretty quickly. Mass, range, and speed are also 3 different things, so adjusting range and speed means gimping all other ships too, and uniformly. My suggested changes, I was thinking, would allow for expansion and exploration around your starting cluster, and even into clusters fa
Using gimp, I made quite a few foregrounds and backgrounds in a day or two. The time-consuming part of the process was the actual race creation, not in making the images. It takes about 5 minutes to make the race images for one civ. And there are a couple of good downloads for logos, so you don't have to make those at all. I think making them yourself is the way to go, because you may never be happy with the content that Stardock makes for ra
It's disappointing that this game can currently be beaten with such a formulaic strategy. It comes down to the fact that there's currently no balancing feature for empire size. It's just a free-for-all to grab as many planets as quickly as you can. I know that the devs have hinted that they will be making balancing decisions in the next few releases which make having a small empire more rewarding so I look forward to that. It shouldn't be
Hmm. I usually buy 1 factory for my home world, and then as many colony ships in a row as I can afford. I take the free colony ship with my first ideology points. So you should have 5 colonies pretty quickly. At that point really its game over. AI will never catch up. I use the trait that gives the first improvement for free, so each new colony gets a quick factory. After the free colony ship, I take malevolence for the building that
I'm quite a ways into a game, and I discovered that, somehow, one of the leader foregrounds was reverted to a previous save of that race, and now I have two races with the same leader. Anyway to go into the faction file and change the px? Any program needed?
Anyone have this problem? The custom races I made, about 20 of them, are missing when I load the game. They are not in my factions folder either. I did not delete them (as it took a couple of days to make them in the first place!).
Well, I think I'm done with GC3. I came back after several months away because of Star Wars, and I am seeing a lot of the same issues that existed before. GC2 is a much smoother game in my opinion. Think I'll head back there to get my fix.
I'd like a solution to this too. I subscribed to two factions that need a DLC, and I don't have the DLC and don't want it. Now the game keeps popping up error messages telling me I have two factions that can't be used. Very annoying. I tried deleting with the delete button, and deleted what files I could find, but I still seem to have the factions hiding somewhere.
As the title says... I got so dismayed by not having the option for different engine colors I stopped playing (or at least not seeing how to change the color). Is it doable? I don't mean ship to ship necessarily, simply having a faction with blue or red engine lights would be nice.