[quote who="Ascaloth" reply="14" id="3800531"] And despite all of the above, my Huge carrier design full of nothing but High Capacity Carrier Modules spawns Beam fighters for some arcane, unknowable reason. How does this make sense?! [/quote] It's likely just that even less advanced beam tech offers a higher "threat" ratio on a tiny hull. Even in your example, your Beam and Kinetic are still relatively close. To swing it heavily towards one or the other it probably requires
EmperorVir
Well they are still quite strong if you invest in miniaturization tech. It might require more compromise than prior patches, but it seems very much like that's the intent. You don't even have as far to bee-line it to carrier tech anymore but yes, creating highly efficient fighters requires prioritization on mass/weapons research that's a civ-wide cost/benefit consideration. You're probably going to have to choose between dominant fighters and well-rounded capital ships until much later in the
[quote who="Ascaloth" reply="10" id="3800388"] In other words, the only way to get carriers worth a damn is to give up research on defenses entirely and be completely unable to build any non-carrier ship types with high defenses. Do you not see how this can't possibly be intended behaviour for GalCiv3? The game should enable me to build both types of ships (and have both be as effective as expected) as long as I've put the research into it, not make one or the other ineffectiv
I haven't had problems with carriers in respect to weapon choice at all. I think you're just not accounting for how the "optimal" fighter loadout is based on your researched miniaturization tech. You can have really strong beam fighters but you need to forego missile and kinetic tech. Carrier tech is often most efficient when you research to bias fighter builds towards glass cannons: just beams, no defences. Even adding miniturized defense advancements will suck away the mass dedicate
Tech revamp is exciting, but carriers...wow. It will be very interesting to see how this works out. I'm pretty sure all of us bee line towards cargo carriers so that latter weapon improvements yield dividends as your fleet gets into position. I actually welcome something disrupting that tactic.
Did some invading and down to one legion on a transport. Can't seem to reload it when ejecting the ship from friendly planets even though there are legions available. Am I missing something that's changed?
Were you fighting... the Minbari?
The good news is that invasion is much easier to get to in the early game now. If you b-line it, you can invade neighbours before they get legions garrisoned.
I go and edit the race and manually assign each ship to each slot. I think it comes down to how the faction and ship set were built. Some like the Rebels and Empire automatically worked for me. But most I've had to manually associate.
[quote who="Horemvore" reply="31" id="3709330"] I built a 8 core/32g of Ram computer 2 years ago (for under $1500 btw) specificly for this game, so yeah please do not remove/shrink the larger map sizes. [/quote] Not as dramatic but I've also upgraded just for GCIII too. Extra RAM makes ludicrous much faster. That being said, I'm fully aware that the price for a massive map is potential slowness. My tip for most people with weaker machines who want a larger map: kill
[quote who="Taslios" reply="14" id="3705016"] Yes, this was broken at some point in the recent past. The fighters always spawn based on your best tech... the type of carrier no longer seems to matter. Making the carrier's be capitol ships rather than support Helps encourage the game to spawn assault fighters rather than guardians, but in general, if your defensive tech is better than your weapon's tech... you will get guardians. <
Wow, that's really weird. I'm always a heavy carrier user (B-line to it right after transports) but they're always assault fighters. I wonder if your research progression is part of it? My fighters always start with beam weapons and I don't really research defenses until much later. Perhaps if you're more well-rounded than me you'll end up with fighters that better suit guardian roles?
[quote who="aerez4546" reply="3" id="3704248"] I don't know why but carriers are still usually broken for me most of the time. They rarely seem to spawn "assault" ships, and often give me useless ass "guardian" class fighters. Apparently they work just fine for everybody else though. I haven't tried building them yet in my current game so who knows, maybe they will actually work right this time. I doubt it though... [/quote] This may depend on your weapons
[quote who="BIF" reply="5" id="3702844"] Thank you both. I'll check it out during my next gaming session. This will be a decent choice for this game instance. Going forward, I really really want Monsters, Peacekeepers, and other "godlike" races to be customizable during game setup. Please, please, please! [/quote] They are, there's an XML file where you can edit the likelihood of the events. Honestly, I think your reaction to them may cha
I think xenophobic works really well for most "fascist overlord" civs. The problem though is for them to really be a threat, they do need the militaristic boosts you mentioned. In practice, they're rarely a worry as the AI tend not to develop the infrastructure to ever create a significant military threat with them. Even in the hands of a human, it's great to make research leaps, but it's a bit a touch and go in terms of defence until you get to carriers. So yes, it's great if you get
[quote who="dlapine1" reply="6" id="3700078"] Hmmm, seems that my approach is unusual. Don't make any military ships at first, build constructors to mine and trade techs with the civs to earn enough $$ to hire a merc or two with the resources I mined. I don't normally start to build military ships in general until I have some capacity and speed boosts. if a civ does declare war on me, I'd like to be able to build a response fleet with good tech and send it out to meet them.<br
You just can't completely turtle in the early game if you have close neighbours. To be fair, the AI is fairly on-point here: the civs closest to me usually get gobbled up soon after I meet them. I mean, it only makes sense to pick on low-hanging fruit, right?
I kinda like 'em once I figure out how they worked. They usually only appear after turn 200 anyway and I usually have only just begun turning to a heavy military buildup. Fleets with defense boosters and auto-repair are pretty solid antidotes. Peacekeepers really aren't a worse problem than pirates once you're producing killer large or bigger vessels.
[quote who="hawkeyebf1" reply="2" id="3698308"] I really also like randomize but 110 turns and 25% of the complete map searched for planets with the result of only 1.... That's not normal! I try now a complete new installation with complete delete of all mod folders and so. [/quote] What you might want to try is turning on cheat mode and trying a few test galaxy settings to see how many habitable planets you actually get. As mentioned before, some settings indire
[quote who="admiralWillyWilber" reply="8" id="3698203"] Some buildings should be invulnerable like brindles observatory, because i only get a one time bonus. But it is annoying that i cant move ideology buildings, and player achievements. If it is a continueing bonus please let me destroy it, and build it again. [/quote] You could even make Brindle's Observatory destructible if it also gave you
[quote quoting="post"] This is a boring feature that most people won't care about, but for those of you who have a lot of custom civilizations, you will find game load times to be much faster. [/quote] Really? I'm kind of stunned at the idea that anyone would avoid populating their galaxies with custom civs from their favourite sci-fi. Thanks for the update.
Just a small request: is it possible to indicate which buildings cannot be removed before you choose to build it? It seems to bite me on most of best worlds over a long game and I would be happy to sacrifice near-term benefits for long-term ones if I had a clear idea of tile upgrades could not be reversed.
[quote who="courtneyme109" reply="7" id="3694083"] I refuse to buy that DLC because there was zero interest in investing tons of hours to build an imperium, fend off the A.I. and then watch Peace Keepers annihilate all I've accomplished [/quote] Hmm, it's not that bad. I made peace quickly and waited for my fleets to buildup in scale and tech. In a way, it's kind of a blessing as I was easily ahead of the pack (1st in most relevant areas against 30+ AI races th
[quote who="Taslios" reply="1" id="3694023"] He or she who has the mines now wins.... [/quote] I see that as a feature, not a bug. Providing a reason for conflict is great compared to just random warmongering.
I'm playing Crusade, so they're just going to sit around until I muster up a fleet to take them on? That's not so bad. I ended the wars because the Peacekeepers would pop out of nowhere to take out bases ans support ships behind my line.