Good catch there. +1
peteincary2
[quote who="Stalker0" reply="3" id="3553733"] To answer your question, we have been given very little combat info. Here is what we do know: 1) Each weapon type has a range, damage, a rate of fire, and accuracy. So a damage 10 missile may do different DPS than a damage 10 kinetic weapon for example. 2) Defenses only affect 1 type of attack (armor vs kinetic, PD vs missle, shields vs lasers). However, a big change is that defenses decrease
Yeah as long as each type of ship can be the primary target of at least one other type of ship, there should be no exploits available.
In a previous game, after getting a few miniturization (+capacity) technologies, I created a double-constructor ship that contains 2 constructor modules, hyperdrive plus engine, a sensor, and a life support for a total mass of 117 on a cargo hull with a capacity of 120. In my current game, as soon as I researched hyperdrive plus, I am now able to build this double-constructor immediately. The ship displays in the ship designer as 117/90 mass. But there it is, ready for me to build in
[quote]Capitals should go directly against other Capital/Escort/Support/Assault and defend Capital Assault ships should target Capitals/Support/Escort/Assault. Interceptors should go for Support/Assault/Guardians/Escort. Escorts should go for Assault/Interceptors/Escort/Guardians and defend Capital/Support. Guardians should go for Interceptors/Assault/Guardians/Escort and defend Support/Capital/Escort.[/quote] This setup would be faulty as w
Yes a combination of capital/escort has no direct counter. You would have to destroy the escorts first... But I think that is the entire point of having escort ship roles, as ships meant to defend the capital ships. What good would they be at defending if not to prevent damage being done to their friends. The main issue that I see is that the AI just doesn't use good ship combinations. I see too many fleets consisting of interceptors/escort from the AI that just get mopped up so q
[quote quoting="post"] In essence you can do an all fleet with only Escort and Guardian ships... due to how the priorities are constructed such a fleet will be completely OP in regard to a more balanced fleet against the AI. In this fleet Escorts have 90% defenses and 10% weapons while the Guardians the reverse. The fleet would then have about 1/4 escorts and 3/4 Guardians, or perhaps even less Escorts. There is such a high focus on targeting Escort ships that by the time any
I think Azunai's point is that you will still have to micromanage the sliders because it is never going to make sense to spend more than .01 manufacturing points on a project. So why even have the option of spending more than .01 points on a project which creates a bonus which scales so extremely poorly?
[quote who="Arumba" reply="6" id="3552767"] Have you guys actually tested this? You're talking about it like there's no scaling factor.. but there is! .01-9.99 manufacturing will give you ONE of the listed bonus. 10.00-19.99 will give you TWO of the bonus. Just load up the game and try it. I agree that it is silly that you can get ~10 manufacturing worth of bonuses from .01 manufacturing, but you don't *have to* slide it down
From the tooltip on the colony screen, you can see that the projects add only a flat bonus if at least 1 point of manufacturing is dedicated to working on that project. It does not appear to matter how many points you spend as long as it is at least one.
When I select to place a project, such as economy stimulus or research project, in the manufacturing queue, if I spend any points in manufacturing at all, I get a flat bonus such as +10%. This bonus applies if I allocate 1 manufacturing point or I allocate 100 points of manufacturing to the project. This means that whenever I select a project, I have to change the economy wheel setting on the planet to have 1 point in manufacturing and the rest somewhere else such as either research o
New problem since at least tonight. Start a multiplayer game up, 2 people and 2 AI. Once we are all ready, we hit start game, and crash to desktop.
Also checking my battle logs, that information must somehow be faulty... Attacking a starbase using medium hull missile boat. I have missile attack of 20 points, and defense of starbase is 10 points. The most damage I have seen on multiple battles in testing is 9 damage. Nothing over 9. Usually the numbers are in the 4-5 range. This would not be the case if my ship does 20 damage and the starbase defends 0-10 points of that damage. Could some of the other 2 defense types be co
Thanks CreepyD... How did you find out that information? I cannot find references to battle mechanics anywhere reliable.
I did a little testing. Orange numbers indicate the damage done to that defense. When viewing a battle in the battle viewed, there is a slight delay from when the entry appears in the battle log and when hovering over the damaged ship shows the damage it took to its defense, but the numbers match up nicely. (Sometimes it is off by 1 point from what is expected, probably because damage displayed is a rounded number, so you are seeing display issues due to rounding effects.) It also app
Is there any explanation anywhere on how to read the ship combat battle log? Or how ship combat actually works? I don't understand the >> Also are damage rolls random or always max? It seems that if a target has no defenses left of the appropriate type, that the damage done is always max damage.
Thanks Jorgen. I knew I could see the moves left sometimes, just could not figure out what was causing it to disappear.
Sometimes when I have a fleet, I am unable to see how many moves that fleet has left. Is there somewhere this is visible?
The notification sound has been put back in. I just tend to miss hearing it, and if I do, there is no other way to realize it is your turn besides going back to the galaxy screen. (Or having one of your friends yell at you.)
The "One Per Civilization" refers to the benefit of that trade resource. You only benefit from having one. If you have more than one, you can trade those to other civilizations. (You can trade away your last one too, if you don't care about that benefit.)
When it is not your turn, you are able to do things such as look at your tech trees, design ships, or give build orders to your colonies. When your turn comes up, however, if you do not hear the ping indicating your turn has arrived, there is no way to know it is your turn without returning to the galaxy map screen. There should be a "current player turn" such as that on the galaxy screen but present on every screen during multiplayer gameplay. Might be cool to give human play
In multiplayer, my buildings that need to be upgraded will suddenly queue up to have multiple upgrades done to the same building. For example, if I have a basic factory, autoupgrade will try to upgrade the building to a xenofactory 3 times. The entry xenofactory shows in the queue 3 times. When the first one is done, the building now is a xenofactory, but it will upgrade it again (wasting my manufacturing points in the effort) to a xenofactory 2 more times unless I manually cancel the