AChallenge

AChallenge

Joined Last seen Member # 6271813
7 Posts 80 Replies 687 Reputation

Currently your max range of travel is measured from the colonies and starbases you construct. Without life support modules you don't get to travel very far from home. What additional purpose would your suggestion serve? Since a mechanic already addresses travel limitations, I don't see what would be gained. There's a different thread running on the subject of borders, so there seems some interest in something different. <a href="https://forums.galciv3.com/467659/pa

4 Replies 17,796 Views

[quote who="Stalker0" reply="8" id="3566824"] ... On a side note, Star Drive 2 has a diplomatic "tolerance" system that is utterly simple and brilliant. It allows for diplomatic foo pahs to lower tolerances with other races. You still have diplomacy, but what you can do is diminished....just like in real life! [/quote] Star Drive 2 would be called MOO 4 if that franchise hadn't self destructed. Although SD2 does seem a more worthy successor to MOO 2 than MOO 3 was.

10 Replies 19,668 Views

I also agree it needs to be consistent, which is why I said we should have the choice. The AI not having the choice would work as well, but since I'm already beating the crap out of the AI militarily, I suppose the difference wouldn't matter much to me. I don't think interstellar distances would necessarily allow one fleet to support another in the manner suggested. These hexes are quite large out in the deep. Allowing them to do so would mean that logistics determining fl

8 Replies 73,962 Views

[quote who="dansiegel30" reply="16" id="3566139"] ... You as a player, can only mine 1 resource (or relic) with a starbase, even if you have multiple overlap.[/quote] I have a starbase with two Durantium, one Elerium, and one Promethian deposits in range and it happily provided me all of them. If you mean you can only mine a resource deposit with one starbase... yes, and that is as it should be. [quote who="dansiegel30" reply="16" id="3566139"] Mulit-o

20 Replies 50,153 Views

I think you should be able to select targets, although tactically, taking out the largest fleet in a stack is better since loses you take against the smaller fleets could keep you from having superiority over the big one. As to the situation above, where you lost your transport fleet: sorry, but sending undefended transports into uncleared enemy space is just bad tactics. I clear the area of my advance with battle fleets, then move my transports in under escort by medium and small shi

8 Replies 73,962 Views

[quote who="naselus" reply="43" id="3564279"] Weirdly, I've seen people complaining of precisely the inverse - ignoring the fighters and targeting the carriers, which just soak up damage as the little ships rip your fleet apart. There's a lot of contradictory information flying around about carriers right now. [/quote] This depends on whether the ship type selection is automatic, or if the designer selects it. Carrier modules are adde

71 Replies 231,325 Views

What Chibiabos said... The problem is that carriers are considered support ships and are not the top target priority for any ship class. One of the first goals of tactics is to reduce the eyes and ears and voice of the opposing force. That means support ships that improve attack, defense and any other operational support for the fleet. That is what interceptor or assault ships should be going for. They should only be concerned about escorts or guardians as they fly by on the way to

71 Replies 231,325 Views

The Ship's Roles seem to work fairly well. You just have to remember to set them to how you see the ship behaving in combat. Multiple ships are being targeted by each side, and each type (assault, escort, capitol and support) ship seems to behave according to the target/defend priorities listed. Spotting the defense actions has been a bit tougher, but the missiles are being stopped. The ability ti make a custom roll would be interesting. The roles govern target/defense priorities

90 Replies 416,504 Views

When you select a fleet (more than one ship) the info window lower left has it on the far right. I'm still looking for it everywhere else.

4 Replies 18,328 Views

In single player the list of custom designs is showing designs that fit the available tech, but they're old versions using more space than the hull allows. These designs are buildable -- the dock cranks them out on command. These are hulls with double the weapon loads available in the final. I'd say fix that first; otherwise "cheat" designs of superships may show up.

3 Replies 4,328 Views

[quote who="outlawcarlcjm" reply="3" id="3524861"] Also ill just mention it here, there should be a way ships can retreat.... [/quote] An out gunned or out numbered ship(s) should attempt to break contact and escape. At least those with faster tactical speeds should.

7 Replies 27,900 Views

With two modules, each with two upgrades, Ii you accidentally hit three instead of two upgrades, would that have the effect of not letting you move on? That would mean you were already using half the second module, so you are already dismantling it, yes?

8 Replies 4,799 Views

I'd say missile accuracy is a bit off as well. In three battles I lost 7 ships ranging in size from small to large to a single corvette class -- the same corvette. The last fight was between my 0/112/0 : 131/32/0 HP 250 fleet against an Altarian 18/0/0 : 32/0/0 HP 50. My biggest ship was a large hull equipped with Harpoons (4) and -50% cool down time. In this fight One missile hit the enemy for 16 points before my last ship exploded. It was the only hit the enemy took in those thr

6 Replies 9,988 Views

When single ships stack in the same hex the number underneath is the logistic value. Since stacked ships automatically become a fleet, you will see the total. Disband the fleet to see individual values.

28 Replies 83,591 Views

I think I would switch out the cost of the Energy and Kinetics weapons. I know that messes with the +5 symmetry (sorry) but slug throwers need ammo storage too. The relative damage as currently set is reasonable even if the numbers need tweaking. Missile damage should be high, I think: Nukes really do a lot of damage and armor really wouldn't do much to stop one. PD systems to stop them reaching the target is really the only answer (like aegis defense systems against somethi

25 Replies 94,673 Views

Engines are important; how much depends on the size of your galaxy. On the smaller end a couple or three levels will do, but on immense -- you may want to spend some time researching up. Otherwise a few extra movement points may do. You really need to research out to some of the bigger guns in whatever specialization you go with. I found myself facing off two neighbors both using Beam weapons and (obviously) shield defenses -- same as I did. So after I got a reasonable beam weapon I s

12 Replies 72,796 Views

Yes! With set waypoints. It is a pain trying to cover the borders with stationary sensor posts.

2 Replies 2,589 Views

Working in a huge galaxy, with all races as AI except Humans. Running 70 ships, 22 colonies, 5 ship yards, and seven starbases. At turn 195 I was going through the idles list (ships, shipyards, planets) when I got a CTD while adding a building to the planet's que. I managed to repeat this four times. It was usually the second or third planet each time. I moved a ship, went to the planet where the music would stop, the mouse pointer would move but not respond to clicks. If I waited

2 Replies 6,702 Views

I'm running as those untrustworthy human in a huge galaxy. After about turn 100 (or near there) I noticed a colony hip that appeared not to be moving every turn. It at still for what seemed like two or three, but it isn't easy to judge. I hit the turn button at least three or four times before the ship went back into motion. It feels like a ship that finished moving before the turn cycle ends causes a pause for you to give orders to it -- or a variety of other areas such as tech and i

12 Replies 49,591 Views