[quote who="Blaze of Glory" reply="40" id="3561054"] I was disappointed when they removed the concept of each defense had value against other attacks. Armor should apply to everything, but the increased armor reduces the speed and/or maneuvering. It should not be used over and over in a battle. IMO it should really just add hit points to the ship and be done with it. Shields also could defend against each. It wouldn't add hit points, just reduc
peteincary2
I am loving the economy wheel and figuring out how to tweak my economy in GCIII, but there is some issue with naming of certain aspects. Version 1.02 patch notes: " Total Production tooltip changed to Total Manufacturing where relevant" There is now confusion regarding the economy numbers displayed every because what used to be called Total Production is now called Total Manufacturing. Basically now population makes "Total Manufacturing" which then gets divid
[quote who="Seilore" reply="11" id="3560887"] No replay on youtube :'( [/quote] Yeah still none as of this morning. I might have to move my lunch hour on Fridays at work from now on :)
Well this might explain why it is so easy to run through all the enemy colonies... Nice find!
I did some extensive testing last night and updated the Wiki Page for Ship Roles with the new information. Defend priority causes a ship to stay near an ally ship that it is protecting. It does not affect the primary target of the ship but only whether or not the ship is willing to move forward towards its primary target. If the ship it is defending has started moving forward, so does the ship defen
[quote who="joeball123" reply="37" id="3560915"] Quoting peteincary2, reply 35 The defensive ship is an escort ship and the attack ship is a capital ship. This is only really an issue with escort-capital pairings because for some reason the developers chose to make it so that not one ship role
Also tested tonight 2 fleets: 1 capital/escort and the other guardian/escort... Everyone targets the escorts first. Not sure how defending works. But the capital/escort combo seems to be number one in terms of being able to focus defense on one type of ship.
Defense makes total sense when you are playing more than one ship. This is almost always going to be the case. Take a simple example which I tested tonight. (using version 1.03) Fleet 1: Ship 1 is medium hull 12 laser 0 defense. Ship 2 is medium hull 12 laser 0 defense. Fleet 2: Ship 1 is medium hull 12 laser 0 defense. Ship 2 is medium hull 2 laser 36 defense. This is how 2 medium ships can be outfitted at baseline. No capacity increasers and no engines.
[quote who="Nodor" reply="24" id="3560738"] I build tanky (all three defenses) escort ships with a couple of weapons. 90% defenses spread (30/30/30) and 10% weapons. I win a LOT vs. the AI with this setup. [/quote] +1 to this. Using 2 defensive escorts (the AI will split attacks between the 2 ships) and all remaining ships are high attack capital ships, I take hit point / hull damage almost never from the AI. Not even 1 point of h
One thing is for certain. Having at least one point of defense is always worth it. All damage from an incoming attack is negative the defending ship has at least one defense point remaining. So a ship with 300 beam firepower will do zero damage to the hit points of a ship with a 3 point deflector on it, on the first round of attacks.
How do I delete a template that I created and no longer want to ever use again?
OMG just followed this link from another thread to here. Great job with the custom races! Downloading as soon as I get home!
I love this game. Long time GCII player and only at 180 hours played with GCIII (sadly I do have to work) and having a blast learning the game. Nice post from the OP. +1 karma from me as well.
A real test would include opposing fleets of 4 ships each. First fleet is all attack of one type only. Second fleet includes one high defense (appropriate to the attack type of the other fleet) escort ship, plus 3 high attack capital ships. My experiense is that a high defense escort ship will take no damage from the first 7-8 hits from an all attack ship, meaning that 1.5 ships from fleet 1 will be destroyed before the escort ship starts taking damage.
I likewise see no issue with converting constructors to colony ships, because as the devs have said in Live Streaming, you still have to use up your population to put on the empty transports. But this way you don't. You get free 0.1 population with an empty colony ship and still get to colonize/claim the planet as yours. You have free 2.1 population with the Benevelence III trait. Keep in mind that colonizing a planet with 0.1 population (a completely empty colony ship) still give
More of an annoyance bug than a game breaker, but -> With a race that has the Colonizers ability (first building on a new colony is free)... If you select a project like Economic stimulus, the next turn you see that this project is displayed as Rushed in the manufacturing queue. If you select a new building, no production gets added to the new building, because each turn it thinks you have rush bought economic stimulus, thus no production gets actually added anywhere. (You can stil
You will lose fewer planets to the AI if you send lower population colony ships to them. Also as mentioned above, old colony ships that have unloaded their population can be upgraded to other ship types (I like constructors or transports) if you don't need colony ships anymore. Just don't upgrade with active population on the ship.
I know the preparedness center issue was fixed went from +95% per level to +5% per level. Did you start a new game with version 1.02 before making those screenshots?
LOL I discovered this while doing my own testing on the limits of expansion ie trying to break the game. Maybe I should take up day trading and chess? [e digicons]B)[/e]
Two cheesy exploits regarding ship upgrades. 1) Upgrading a constructor (that has used 4 out of its 5 construction points) to another constructor will give it the original 5 construction points for like 40 credits. Total cheese. 2) Upgrading a cheap constructor to a colony ship gives you free population to put on the next colony. You are effectively buying population for like 40 credits. (Amplified by having Benevelonce III giving you free additional 2 population when colonizi
We need a tooltip on the power rating screens showing us the calcs [e digicons]:D[/e]
[quote who="Raynman" reply="4" id="3560168"] There was a fixed just checked in, in reference to the moves display. It needs to go to internal QA first but then likely released in the next patch. [e digicons]:)[/e] [/quote] Lots of love to you all at Stardock!!!
One way to improve the AI that should be relatively easy is to penalize diplomatic trading based on how far ahead you are in ranking compared to the AI you are trading with. The AI should not be giving me good trades for techs when I am double or triple his power score.
+1 Agree that durantium shows up way too frequency. The AI loves when I trade him lots of my extra durantium.
When making your custom race, choose the Patriotic trait. It 100% eliminates the large empire bonus. Overpowered much?