Ascaloth

Ascaloth

Joined Member # 6737205
8 Posts 59 Replies 555 Reputation

So, the Ship Designer has always been one of the most popular features of GalCiv. But having to design my own ships from scratch every time a new tech is researched is a pain in the ass, and I would like to have my custom designs auto-update like the default design does. Yes, I know I can write my own blueprints in the xml files, but I have nearly 60 design concepts for a single faction alone, so doing that for every faction... yeah, not really feasible for me. So, I would really appr

4 Replies 31,513 Views

So, recently I've been talking about how the default ship blueprints aren't suitable for the game, and how I've been making my own ship designs to better take advantage of the Ship Roles. That said, I've figured that players who are more experienced at GalCiv3 than I am would know more than I do about the mechanics, enough that I could learn something from them. So I'm putting some of my designs out there, for you all to critique and suggest on how I can improve on them.</

0 Replies 13,495 Views

[quote who="treborblue" reply="3" id="3664620"] Maybe a tool to 'replicate' your designs to all factions may be of use. Let me know what needs to be done and I'll see what I can do. [/quote] Much appreciated! Okay, in that case, I'll take this opportunity to share my examples of what I've been talking about in this thread. Feel free to download these designs, and see for yourself; <span style="text-decoration: underline;"

9 Replies 11,744 Views

If I may add a suggestion, all of the warship blueprints need a complete overhaul for just one sole reason; Ship Roles. Specifically, that the present blueprints are quite obviously a legacy from GC2. They're calibrated to update the default designs with the latest Techs that the player has researched, which worked well enough in the old game when targeting was based on the number of weapons each ship was carrying... but in GC3, that means AI ships can&#3

9 Replies 11,744 Views

[quote who="Gauntlet03" reply="10" id="3662702"] Have any of you ever seen the AI use interceptors? As in the role? I haven't so I'm a little confused as to why you'd arm or armor a cargo carrier (support)... I load them up with assist modules or sensors and one carrier module. [/quote] Doesn't hurt to have armed cargo carrier designs just in case, if and when Frogboy overhauls the ship combat port

11 Replies 35,093 Views

I use all three types of hulls for my carriers, depending on the circumstances. Cargo: I use these as "budget" carriers, for when I need to save on manufacturing costs or, more frequently, account for Logistics limitations. These usually have enough space for a Carrier Module or a High Capacity Carrier Module later on, but I could never figure out a way to stack a second module on them no matter how many capacity or miniaturization techs I take. So instead, I stack weapons on these wi

11 Replies 35,093 Views

*slaps head* Oh, of course . I should have known I could do that, that was dumb of me. Let's see... ...and there it is, but it's buried under all that code *dies* Looks like I'll have to do it the hard way and compile my own spreadsheet. Anyone wants me to share it when I'm done?

2 Replies 20,824 Views

I mean, I've really tried searching. But I've found it pretty much impossible to find any lists of core ship names of all factions except the Terran Alliance. Only way is to see them in-game, and that's either in no way comprehensive (if they're NPC factions), or utterly tedious (if playing as those other factions, since you have to research each and every one to the sufficient tech level to see them all). Does anyone know where I can find such a comprehensive list of

2 Replies 20,824 Views

So, I'm aware that the game builds and updates the default ships that show up on the shipyard list and ship designer, based on the technologies you have researched at any particular point in your current game. Is there some way to implement the same kind of automatic component placement on my custom ship designs, based on my own preferences?

2 Replies 17,689 Views

Alright, here's my mostly-finalized designs. https://www.dropbox.com/s/i8ljp2u999rpcc1/Designs.7z?dl=0 There's a lot of ship names in there, so if you'd like me to elaborate on why I designed each ship the way I did, feel free to ask.

19 Replies 96,917 Views

Well, shit . And here I was, planning to put my ship design work aside, and get back to it later when I'm in the mood to put the final touches on my custom Terran fleet composition. But now that I know the dev himself is paying attention, I actually have to deal with having the motivation to put my nose to the grind and polish it up for good now. That's pretty much going to be my next weekend burnt. For what it's worth, damn you Brad.&nbs

19 Replies 96,917 Views

I see, thanks. In your experience, in what manner does Horemvore's mod affect the default ship blueprints? For my part, I designed my ships to be highly specialised according to their ship roles, and heavily dependent on combined fleet compositions to be successful. On top of that, each design gets a different name according to their role and hull size. So far, when it works it really works. This also makes my fleets very modular, letting me swap ships like various parts i

3 Replies 19,638 Views

Bought GalCiv3 about a year ago, but have been sitting on it until recently since I wasn't so thrilled about how it played back then. I decided it was about time to pick it up again, and added a couple of DLCs and the Mercenaries expansion before getting back into it. Long story short, GalCiv3 has had the same sort of negative effect on my sleeping habits that Galciv2 did back in those days. Anyway, you guys know how whenever you research a new Engineering or Warfare

3 Replies 19,638 Views