[quote who="EmperorVir" reply="11" id="3800433"] I'm pretty sure none of this has been a secret since even before Crusade. It was never considered a big deal likely because carriers have always been relatively strong to overpowered in every update. Barring an interface to allow you to explicitly assign bespoke fighter designs, algorithms are exactly how fighter design seems intended to work. The limitation you're having problem with is probably a balancing boon compared to older patches.
Ascaloth
[quote who="EmperorVir" reply="9" id="3800282"] You can have really strong beam fighters but you need to forego missile and kinetic tech.[/QUOTE] ...what combination of the base game and other DLCs do you have, that your carrier fighters can still have more than one type of weapon tech? Do your carriers still spawn Small hull fighters? Because it sounds like you're playing an old version of the game to me. [QUOTE]Carrier tech is often most efficient when you research to b
And that's ultimately the problem, isn't it? Carrier fighters are useless, precisely because we can't control how they're fitted out. Frogboy, or really, anyone at Stardock. Is it not possible to just throw out the way Carrier research currently works in the tech tree, and replace them with new ones altogether that doesn't depend on whatever screwed up algorithm the game has for deciding how carriers currently spawn? For example, you could have three new carrier techs that per
[quote who="DivineWrath" reply="4" id="3799425"]Maybe we should ask the devs as to what carriers should be. I'm not sure if they know for sure. After that, we could then push the devs to make carriers to fit that model. When it comes to ships, I focus on weapon type, not ship role. I build a lot of ships of just 1 type; with no diversity, ship roles are meaningless to me. [/quote] I'd be happy to ask them, if only they could be bothered to respond and engage with us on
[quote who="DivineWrath" reply="1" id="3799186"] For fighters, I find that assault use missile, interceptors use beam, and guardians use kinetic.[/QUOTE] Well, I've had others tell me different from their experiences. So really, who knows at this point. Honestly, I don't really care about which ship roles carrier fighters end up with, except the Guardians with Kinetics often end up sitting at the back of the fleet, and don't get within range to participate in the battle u
I've noticed that for players like me who have the base game plus all DLCs up to Retribution, there's been one thing we've experienced in common when it comes to using carriers; no matter which carrier module we choose (all the way up to High Capacity Carrier modules), carriers only seem to produce Tiny Guardians that uses only Missiles these days. I understand that carriers tended to be OP in earlier iterations of the game, but this is way too much of a nerf. They needed a nerfing fr
A trio of space carriers I made while I was waiting for Crusade. Cargo Carrier
Updates are coming literally once every day, now. Revving up the hypetrain, are we? [e digicons]:grin:[/e] No campaign content? Oh, damn. I'd figured Crusade was going to pick up where the base game's campaign left off. Not that it's that big a deal, FWIW. BTW, I think I saw you mentioned somewhere that there's going to be a new Massive hull size, one step up from Huge. Is that true, and how would our current ship designs make the transition? Because damn, I think I hav
It's looking increasingly the case that the one thing I'd be disappointed about Crusade is the Ship Designer. Steam Workshop functionality and the like is fine and all, but there's still no mention of a way to design Blueprints that would auto-upgrade ship designs to my custom specifications. Now that tech trees are procedurally generated, this seems like it would be even more important than ever. Brad, can we get the option somehow to make and use our own blueprints, instead of
I have just one question. Does that mean Transports are going to be Large or Huge hulls instead of Cargo, now? How exactly do the Legions in Crusade work differently from the current soldiers system? Does this mean I'm going to have to scrap my own custom-design Normandy transport ships?
[quote who="shayvaan" reply="46" id="3671042"] That wouldn't be possible in base game, as survey ships are medium hull ships and constructors are cargo hulls and you don't have access to medium hulls on turn 1. Are the new survey ships based on cargo hulls in crusade? [/quote] Hmmm. Yes, that's a bit of a crimp in my plans. This means that certain civs which have a Cargo hull as a starter ship will have an advantage there...<
[quote who="Frogboy" reply="39" id="3670994"] You still start with a ship depending on your Civ. Humans start out with a Survey ship. The very first ship you get is launched from the planet. To mass produce ships, you need a shipyard. Earth has put ships into orbit and to the moon already without a shipyard. The first ship you get in the game is as prototype (in GalCiv III, you can't build survey ships on turn 1 anyway but you have
So, does anyone know if the Ideology system in Crusades is any different from vanilla? Because if not, I can think of at least three ways to overcome the nerf Brad has imposed on the colony rush, with the removal of the first shipyard. And this is coming from a newb, so I'm sure others can think of even more ways to do so.
[quote who="mortili" reply="3" id="3670308"] You need to build cities to increase the pop-cap [/quote] Oh, so a new type of building then? I can work with that, it even works with the Hive World aesthetic. [quote who="admiralWillyWilber" reply="4" id="3670337"] Ok that has to do with wanting a planet of hives. I guess if everyone could have a planet of power plants that would at least attempt to Balance that. If the thalamus got something so overpowering as a pl
[quote who="admiralWillyWilber" reply="1" id="3670295"] you all ready get two power plants. Aren't you getting a little greedy while the Yor got screwed with theirs. How about balancing this out instead. [/quote] I'm sorry, but what? What does that have to do with anything?
I'm stoked by the upcoming change of Food from a local to a global resource in the Crusade expansion, I really am. With this, I can really go all-out in specialising my colonies to better serve their purposes. All I need to do now is designate one of my early colonies an Agri-World - building nothing but Farms and maybe have a Farmer Citizen take up residence there - and that's my general Population needs satisfied across the whole of my empire. I can now have Forge Worlds and Researc
For my part, I have an entire tree of warships designed to take advantage of the Ship Roles to create fleets that are well-rounded, and have plug-and-play capability to adapt to enemy weapons and defenses. General Pants would probably know what I'm talking about. I would like an easy way to turn them into blueprints for all factions too, instead of having to design successive iterations each and every game.
Make gunboat diplomacy a thing. If I shift some of my warships within sight of another faction's planets and/or starbases, it should do a lot more than a simple negative impact on relations. The diplomatic effect should be dependent on context. Examples: I may be doing this to get something from the other side, in a 'Nice planet, shame if something happened to it. Oh by the way...' sense. Like for a favorable trade, '...let me make you an offer you can&
[quote who="General Pants" reply="7" id="3666361"] Actually, the Ticonderoga is an anomaly, the classification 'cruiser' is retained primarily for tradition, and because the ship carries the group air defense commander. The Ticonderogas were built on destroyer hulls; the last large surface combatants produced were the Soviet Raketny Kreyser types, culminating in the Kirov class. I would have used Kongo... it is a) almost the size of a Ticonderoga, [e digicons]B)[/e]
[quote who="ScrivenerOfLight" reply="7" id="3666321"]Has this been since the 2.0 update (relevance to OP)?[/quote] That one probably is a pre-2.0 save, come to think of it. I haven't started another Insane map ever since; they're kind of a huge commitment.
[quote who="General Pants" reply="5" id="3666274"] My one criticism: while it is a perfectly fine name for a ship or a class of ships, there is no Aegis class in service, nor has there been at any time in the 20th Century. The Aegis air defense system has been installed on numerous ships, including the Ticonderoga-, Burke-, and Kongo-classes, and coming soon to a Chinese destroyer near you, but it is a system, not a ship.[/quote] Yes, I'm aware of that. And it's not for l
I play without any mods, and yeah I've seen this at least once. It was the Thalans, who had at least 2.5x the power of the second most powerful civilization (myself as the Terrans). Single ships all over the galaxy, and the few fleets they did field are usually the ones that have a transport in them. Might have something to do with the fact they were the first to tech to Huge hulls in that game, and didn't face a credible threat until very much later. But once I teched to Huge
Yeah, which is why I'm asking for a tool to make these in-game. Messing with the XML files is doable and reasonable for like one or two ships... but up to 60 like I have, not so much.
Welp, I guess I'm going to be a out a good chunk of change a couple months down the line. [e digicons]:grin:[/e] Awesomeness, sir. I can hardly wait. There's just one thing I'd like to ask though. [quote quoting="post"] February 9 , we will walk through how you can build your own civilization to play as or to play against including how to assign specific ships for different roles , share your creations, create diplomacy behavior and mo
Ooooo...kay. That much I know, although much appreciated anyway. But I'm not talking about the Ship Designer here, I'm talking about a Blueprint Designer that will auto-upgrade custom designs like the default designs already do. Or does that functionality come with the Beta Ship Designer in some form? If so, can you tell me where on the video I can find it?