AChallenge

AChallenge

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

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 231,812 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 417,169 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 4,364 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 27,990 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 4,841 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 10,050 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 94,811 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 73,009 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 6,730 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 49,717 Views

Military star bases are command centers for fleet operations, maintenance and repair. They are home to a local "fleet" which IRL, unlike the wide definition used in GalCivIII, refers to a formidable collection of warships. Like most prepared stationary fortifications the military SB can be simply avoided, but it means leaving a fortified position behind you to serve Fleet Ops for the enemy, as well as leaving whatever the base protected in enemy hands. A fully developed SB at equal tech level

81 Replies 43,582 Views

I rather like having a certain amount of imbalance in a 4X game. It encourages variation in play. When you have only a few planets, terraform tech, ship life support for range, and engines for speed become major research priorities. When you have a good number of planets you develop other tech first. Keeps the game from getting too predictable. That said, I was a bit surprised to see that there were only two habitable wolds withing range of the starting scouts (as the Yor) at the unco

12 Replies 7,085 Views

Love the designs, even the Federation ones. While I do think the Feds have the most boring design concept in the entire Star Trek universe, the ones here are very well done. Now the question... How? I find it hard to believe you work through the game to max out the available sizes and components, especially since save games go away with each iteration of the Beta. Since I don't have a designer available from the main menu, I'd like to know what you're using so I can play t

1,569 Replies 7,907,219 Views