[quote who="SamDominion" reply="6" id="3564726"] IMHO, when they fix this, people will be clamoring to have sensor boats back. My reasoning: 1. Assume that the AI finally learns to start putting large movement points on their ships. 2. Assume that sensor ships have been nerfed such that we can no longer see very far into the FOW. When that happens, the AI will finally be able to do to us, what we do, to it. Attack from the FOW
peteincary2
One sensor per ship. No stacking. Sensor level 1 - range 3 hexes Sensor level 2 - range 5 hexes Sensor level 3 - range 10 hexes Sensor level 4 - range 15 hexes Sensor level 5 - range 25 hexes. Bonus to sensor range (based on map size) +0% to +200%. Then do the same thing with ship engines. One engine per ship. No stacking. Some variation on this would be wonderful.
+1 Would be nice if projects do not use the accumulated points, that they would at least not wipe them out. Have you tested to see if the accumulated points are used in projects?
The patch notes when they changed it listed it as a fix... They basically said that it was an error causing a duplication of the end of turn. In other words, you would hit "Turn" and then it was still your turn, because you had leftover moves from the autopilot to take care of, and then you would hit "Turn" again to really end your turn.
[quote quoting="post"] Also ships with left over movement do not stop the end turn function once you've clicked it. The turn continues onto the next and this left over movement is lost. Anyone else experiencing this? This has happened for me in every game i've tried since patch 1.03. [/quote] I find this very annoying that I lose any extra movements for ships on autopilot once they reach their destination with movement points left. This is particul
On the Yor (synthetic) tech tree, on the Interaction branch of the tech tree, Xeno Commerce allows you to build market centers as well as a few other things. 2 techs further on the same tech tree, Economic Efficiency allows you to build market centers. Since this is a duplication, you get no benefit from researching Economic Efficiency at all.
Remember also that the ideologic ability that grants you 50 turns of not being able to have war declared on you DOES NOT prevent you from declaring wars on others. It is particularly easy to swallow up a smaller civ that is near you during this 50 turns of "peace"
This might be a cool thing to implement in the future once the AI is more settled down. Having subopimal ship building at lower AI intelligence, and more optimal ship builds with higher AI intelligence. Right now the higher AI levels get simple boosts to production, so ship production is not something they are lacking.
There are modules which provide evasion. These start with the jamming modules. This is probably how you are gaining dodge.
Nice catch.
[quote quoting="post"] I am just wondering... WHY do capital ships or any other ships not engage in battle before all availbale fighters are destroyed???? Maybe it's just a bug I don't know, but time and time again I observe my capital ships just waiting and waiting to engage until all my fighters are killed when I'm sure they could already launch a bunch of missiles??? [/quote] The most common reason your ships will appear
The window is also too narrow to be able to see full ship names.
If you are at the point in the game where you are ready to be at war with every other civ in the game, then either don't sign a non-aggression treaty and just finish the game, or wait a few turns for any you did sign to expire before completing your domination.
I disagree. What good would non-aggression pacts be in that case? Useless. By default, you are already in a permanent cancellable non-aggression treaty with every race.
Of course the AI should not give up everything it has for an unenforceable promise. Personally I think there is a lot of debate on something the devs are probably going to fix very soon. I trust they will fix it in a way that is not too constricting.
[quote who="Icemaniaa" reply="10" id="3562241"] Out of interest, have you played Distant Worlds? You know, the best space 4X game ever. They've hinted Distant Worlds 2 is in the works. If you enjoy the game and are interested in breaking it during late Beta testing (like I will be) let me know and I'll put in a good word with the developer. They also have significant patience for those with, erm, "less than ideal" communications skills. [/quote]
[quote who="GASherbert" reply="5" id="3562239"] Indefinite trades are problematic, especially when combined with discrete items. Perhaps they should all be given a set term. And maybe cancelling a credit per turn treaty could pay out the outstanding balance as a penalty (or some other balance consideration). [/quote] There is no indefinite trade. You can see active treaty agreements from the diplomacy screens, including how many turns left on an existing treaty. 50 tur
The real problem with beta testing is that it is limited in numbers of players. ten thousand players are more likely to find bugs than one thousand. Given the speed at which patches have come out in the first month of release (I think the first patch came out in the first week?) clearly Stardock anticipated this and was nicely prepared to fix the important issues right away.
[quote who="Saruboy" reply="49" id="3561438"] But there is one thing I don't know: What happens when a really strong attack hits a low defense value? Do any damage go through, or do the defense block it all? [/quote] If a ship has even 1 point of defense remain, the entirety of the attack goes to taking down that last point of defense. In other words, massive attacks have a lot of wasted firepower on that final shot to the ship's defense.
[quote who="joeball123" reply="46" id="3561288"] A better way to make defense play a role in battle would have been to make the fleets distribute their fire more evenly rather than focusing it. Yes, focus fire is mathematically optimal for a situation where being under fire does not result in a loss of offensive capability (but I doubt it would have been that difficult to add in an accuracy penalty or a firing rate penalty for being under fire), but it does tend to trivialize defenses
Well, they will only stay in back if you have any assault, interceptor, or capital ships in your fleet. If you have none of those remaining, the support ships will also charge forward. Also support ships will not move forward at all if you have these attack ships in your fleet. The beginning position of support ships is really far back, out of combat range from where the main battle is probably going to take place. This means they will likely be out of range for even their missiles to
Ships that have sensors can be parked in a starbase for protection, where they will continue to see in their normal radius based on their sensor range. This is working as expected. However, when you load a game, any ships that are parked in a starbase will not have their sensors active on game load. You have to go the ship, move it out of the starbase which will activate its sensors again, and then you can repark the ship in the starbase where the sensors will remain active. (Until th
When you click on a fleet as Director suggested above, note that you can also hold ctrl key while you select ships and then "eject ship" will cause all the selected ships to be ejected as a new fleet. You can also select the Manage option which brings you to the fleet management screen. This is useful for regrouping ships into separate fleets when dealing with many ships in one hex.
Clearly an exploit/oversight yes. Will require some minor AI tweaking which I am sure is in the works now. Simply allow full value of a credit per turn agreement if it comes attached to a non-aggression agreement as well. Otherwise, the AI will have to discount trades over time in exchange for immediate goods.
https://forums.galciv3.com/466354/page/1/#3556337