List of ships stacked on a tile - Very well thought out. Congratulations.

Has anyone noticed? If you stack more than 16 ships on a tile the ship stack window adds arrows for scrolling through the stack. :CONGRAT: Someone was thinking ahead. :CONGRAT: Very nicely done. (And you thought noone would even bother checking. I have not checked for a limit yet, but is there?)
295 views 10 replies
Reply #1 Top
Wow. After all that checking and all the praise, now I have to go and find something wrong with it.

If you examine a stacked ship list that has more than 16 ships and leave the display on the 3rd or lower row, any action that takes you to a ship on a tile with 8 or less ships (16 or less in the case where you had been on a tile with more than 24 ships) will not display the ships on that tile. The stacked ship list apparantly thinks it is displaying the lower rows (i.e., it is failing to reset the displayed list to the top row).
Reply #2 Top
As far as I know, there is no limit. I've had 32 transports aquired from an AI to keep a minor race I was trading with from being invaded in a single space before without problems.
Reply #3 Top
I hate this moving 80 ships about the map mircohell, i wish there was fleet combat like MOO3 not only it is more realistic but it would make the map look more tidy.
Reply #4 Top
We could look at implementing stacked units.
Reply #5 Top
Stacked units and Convoys please. Please see the thread entitled: "Stacking of ships and convoys?" from 8 days ago.
Reply #6 Top
Well here's the way I'd imagine it working:

You'd put all your ships on a single tile.
When you click on a ship, you see the list on the right side of the screen (the little ship pictures). There's be a button that would group them together. These ships would then move together as a single unit.

now in fighting, the AI would get to choose which ship to fight that had WEAPONS. This is important and I know very debateable. It would allow you to effectively do convoys and such without it turning into the fleet behavior that just bugs the heck out of me in other games.

But this way you could move lots of units together with little effort, have convoys, WITHOUT ending up with the sceanrio where each side just runs aorund with massive fleets represented as 1 unit which is the behavior we're trying to avoid.
Reply #7 Top
There could also be an increasing speed/attack penalty for having too large a fleet. After all, big fleets are less maneuverable.
Reply #8 Top
Fleets should move slightly below the speed of the slowest vessel.

Brad what would happen if two fleets battle? Would it be one on one with the AI choosing which ship to attack each time, or would it be multiple ships attack multiple ships? What effect would this have on movement?

I like the second option as it would be quicker, take less movement points, and allow a fleet of weaker ships to destroy some freighters without all being wiped out by a single avatar. I would see a single fleet clash as a single movement point.

What happens if one fleet attacks a single ship? One on one or an advantage to the fleet?

I also think that fleet size needs to be limited.

Paul.
Reply #9 Top
Personally I couldn't care less about fleets; the whole concept seems a bit foreign to the way GalCiv seems to operate, probably intentionally so, given Brad's comment above. :)

What Brad describes would be just fine for convoys.
Reply #10 Top
There wouldn't be fleets. Guys, there will NOT be fleets in GalCiv.

They won't move slower, they are just stacked ships. They're not together other than in a UI reference.

There would be no attack bonuses or penalties because there is no fleet. You put 10 ships on a square and stack them, they're still 10 ships they just happen to be located on the same square. They still fight individually.