UI: Any chance we can a "set for all planets" button (like for starbases) for "auto upgrade improvements" and the other two on planets? Turning this off for all planets separately is usually the first thing I do after colonizing. And it is the first thing annoying me when I realize I forgot it... while looking at my new xeno factory which could have been something more useful.
zuPloed
[quote who="joeball123" reply="29" id="3637977"] This post is the first time that either one of us introduced the assumption that weapons under consideration had equal DPS. I did not introduce this constraint. [/quote]Where am I mentioning effective hit chance here? That you have to treat effective hit chance the same, is your (flawed) assumption. You should have realized long before, that I don't use that assumption (unless replying to your arguments). Reply 20 was a ve
[quote who="joeball123" reply="26" id="3637886"] I will use a case study to show this to be the case*: Consider a ship which has a hull capacity of 75 which belongs to a faction which has no component capacity requirement reductions and has access to disruptors, rapid rechargers, and targeting scanners. Such a ship can carry up to five disruptors (25 damage per shot, 5 max DPS), 4 disruptors and either a rapid recharger (17 damage per shot, 4.86 max DPS) or targeting scanner (20 damage p
[quote who="joeball123" reply="23" id="3637805"] or the low variance option? If you're smart, you'll take the low variance option in most circumstances, because consistently acceptable performance is safer than occasionally spectacular but also occasionally dreadful performance [/quote]Can we quantify this somehow? I used the example above, reduced the number of kill shots to 5 and 4 for damage boost (to make the effect of the variance more prominent) and calculated
[quote who="joeball123" reply="21" id="3637709"] I have an experiment for you to perform. [...] [/quote]So you are giving me homework asignments now? Thank you so much! [/sarcasm] If you knew the answer why didn't you just upload your plots and explain what you did? If I didn't believe you I could have followed your derivation. (Yeah I did it, but since you didnt bother to upload an imgage, I won't either). [quote who="joeball123" reply="21" id="3637709"]
Hi, I am not sure this counts as concrete info either but here is how i play: I ignore the savings income. The spending sliders constantly sits on 45%/45%/11% with 11% in wealth so there is no coercion. I don't build economy planets, I live of what I have, find from anomalies and diplomacy as long as possible and then start investing in trade when it is convenient. All trade routes will lead to one plant, which most often ends up being my capital. Furthermore I only very rarely go
[quote who="joeball123" reply="19" id="3637540"] 0.1 (the minimum hit chance defined in GalCiv3GlobalDefs) [/quote]Good find, thanks.[quote who="joeball123" reply="19" id="3637540"] is necessarily a 10% increase in accuracy; these are instead 10 percentage point increases in accuracy. [/quote]Ok, guilty as charged. I talk to Stardock about the meaning of percentages and then I am inconsistent in in my own definitions. Let's math again: The duration of a ship s
I feel a little like you didn't read my previous post thoroughly, sorry if I was not clear enough, I will try to address things I can think of where you might ahve misunderstood me. I am fully aware, that different weapons of the same type will be counted as one attack by the game. Is there confusion as to my use of the term dps? I mean the literal meaning of dps: damage per second = damage per hit * hits per second (or what ever time interval suites you, it does not matte
[quote who="Seleuceia" reply="14" id="3637465"] I suspect none of this is intentional. It is the same bogus math used in Sins of a Solar Empire, which means it is almost certainly intentional. Some things never change. [/quote]I find it hard to imagine, that they intended to put something that broken into the game (missile as booster stacking). Is there something in sins, where it stacks up that badly?<
[quote who="joeball123" reply="12" id="3637443"] Let us say that in a period of time T you can fire a number of shots N which each have a probability p of hitting the target. You can compute an expected number of shots E(p, N) which will hit the target over the period of time T. If we modify the weapon in such a way that the probability of any one shot hitting the target is p' > p without affecting the rate of fire, we increase the expected number of hits over some time period T.
[quote who="joeball123" reply="10" id="3637412"] Unless you turn off tech trading [/quote]Which I actually allways do x) ... I like that aspect were you actually make a choice with consequences, where +range can lock you out of -component mass. But yes, another good point about why I might perceive some things differently. [quote who="joeball123" reply="10" id="3637412"] I'd also point out that rate of fire boosters are also soft counters to high evasion, in additio
updated op with two remarks: - actual attack speed boost numbers for kinetics and beams - remark that the Snathi tech tree can not counter jamming due to lack of the respectivee tech
[quote who="joeball123" reply="6" id="3637369"] a tech that requires a specific tech tree to be taken (granted, it's a good tech tree) [/quote]The Altarian tech tree also have 0.1 Jamming, the Thorians has +0.2. Just mentioning for completeness.[quote who="joeball123" reply="6" id="3637369"] as well as a specialization option available early in every tech tree which increases the accuracy of all weapons by 0.1. [/quote]Forgot about that, I usually take -10% mass which
[quote who="a0152570" reply="1" id="3637277"] (keeping math simple) say a ship with 100 mass capacity and 10 components at 10 mass each increase hull by 20%=120 capacity ; i can add 2 more components vs decrease component mass by 20% ; reduction of 2 eachx10 components= 20 less mas ; once again i can add 2 more components[/quote] You allread got two good responses on this, let me illustrate a little further with a table. I will stay wi
Hello Stardock, I think I can point out a couple of issues which would be fundamental for better AI behaviour, more accurate feedback for new players and overall balance. #1 My primary concern: Missiles Missile weapons have a tech for +20% attack speed and two components for +25% and +50% respectively (according to tooltips). This adds up to +95% attack speed, which would be alright... if that was how you actually implemented it. You didn't increase