Look through the existing threads. I think someone has a mod that increases repair at starbases and planets.
Director
The other variable currently available to us is accuracy... which I still think could use a tech line all to itself.
I'm currently on turn 300 of a large-map game. I've eaten the Iridium Corp and the Yor, am fast-friends with the Iconians and have a stand-off with the Drengin. Elerium and anti-matter are so common that I've needed nothing better than positron beams and harpoons to supplement the prototype beam and missile weapons. In fact, I haven't had to research any defense tech past titanium (and the shield and point defense techs of the same level). I wish for qualitativ
Thanks for the info, naselus. I'd just like to have options rather than 'research a new gun, build a new fleet'. I think a lot could be done with computing and power techs. At some point I'll look into it, but the game is too fluid right now.
I appreciate the information. I don't generally watch the developer videos. I do think everyone would be better served with a written response. Given the length, and depth, and strength of the dis-satisfaction, I think it is in Stardock's best interest to do this. And I appreciate the modding - but I have gathered from Naselus's posts (spelling?) that the issue with modding the AI is the lack of triggers in the code, so as I understand it what a modder can actually do now
It's been a week. I think we are not going to get a response from Stardock. I'm off to play Victoria .
What this game needs (among other things) is a mod for weapons that would make them clearly different and distinct. Under Engineering should be two new lines, one for Information Systems and one for Power Sources. All weapons should have very low range, accuracy and strength, which can only be improved by researching IS (range and accuracy) and PS (strength) respectively. IS could give (modest) bonuses to economy and PS to manufacturing. Not sure if IS and PS should be represented by
I've rarely needed to move up to Large hulls but my current game (large with lots of planets and stuff) may prove an exception. Usually I can tech my way up and pack a lot of stuff into a medium hull, then deploy 5-8 of them in a fleet and steamroller whatever the AI can put up. In this game I tried splitting my mediums into an escort 'tank' class with lots of defense and little or no armament, and a capital 'shooter' class with lots of bea
I'd love it. Pretty easy to carry a constructor along for an instant starbase, and since I never invest in life support techs I have to do this on campaign anyway.
Human. I go for engineering (faster movement and longer range) first on smaller maps, industrial on larger maps. Then bee-line through some commercial techs to tourism and the industrial boost in political, then more industrial and research until I need military.
I agree with naselus. It is not only time to begin putting up, it is time for Stardock to say what they intend. I think there is an understanding at Stardock that the AI (broadly used - I consider everything the AI 'player' does to fall under the category of 'AI') is not adequate, or at least an understanding that there are a lot of players who believe the AI is not adequate. Stardock would not be launching threads asking for improvements if they intended to ignore what people
An addition to marigoldran's post. The quote is, "In other words, your focus shouldn't be on beating humans on a tactical level. I'll bet money that you can't do that. For example, an obvious counter-thrust to your AI adaptability is to do 'Fleet Rotation.' My first fleet will be with beam weapons. My second fleet however will be built entirely with missile weapons. Consequently the moment your AI adapts to my first fleet and builds a
I'm a retired band director. Several times a year we submit our product for review by our peers. It always hurts and it is usually helpful - and it is a vitally necessary 'corrective' dose of medicine. I applaud you for being willing to do this - I sincerely want to see GC3 shine. 1) A button to wake up all ships on sentry and/or guard. 2) A 'lasso' I can draw on the map to grab ships or planets and do things with them as a group. Or sectors.
Hey, at least they made a fleet - for this AI, that's progress. I've put GC3 on the shelf for now. I don't declare war because mowing down the AI is like drowning kittens. I don't research because I'll unlock something that 'lets' me update a hundred starbases - one by one. I don't... well, I just don't enjoy playing it anymore. There's only so many pretty ship designs I can make before boredom sets in and I think I'm at
Anytime I have colonized inside another player's border I promptly lose the planet to cultural flip. Even if I prepare ahead of time and fill the skies around the planet with maxed-out culture starbases, it still quickly flips. The last time I tried it I blew it up when it was 90% in rebellion, then declared war and took 75% of the other fellow's planets. That'll teach 'em.
I'd recommend modding the defensive buildings to require resources. That way you could build an invulnerable planet but would have to protect your resource bases or see your planetary defenses collapse - more like a siege. I do like the idea of requiring multiple turns, with both sides being able to commit additional resources to the fight. The defender could be limited to 'mobilizing' a percentage of the population each turn, the attacker could commit more transports and
That's an interesting strategy and I will have to try it. The US Navy has kicked around an 'arsenal ship' concept for decades, that being a cruiser-or-larger hull stuffed with missiles (and exotics like a rail gun) but having no defensive equipment. It is efficient but leaves a fleet prone to lose a large amount of its firepower if equipment should fail or be damaged. By temperament I prefer to build more of a 'general-purpose' ship - makes building fleets less finicky - b
Life support systems only have value for scouts, survey ships and freighters. For everything else you can build cheap constructors and lay out a route of starbases toward your goal. Once you conquer or settle a new planet in the region, you can decide whether to keep the starbases or scuttle them. And if it comes to war the AI will never attack a starbase - I've never seen it even try. I used to always pick the miniaturization bonuses; now for weapons I usually
Well, un-anchoring or anchoring a starbase sounds like a supertanker dropping chain in your bathtub.
One example would be diesel engines, which were developed in Germany and licensed to manufacturers in other nations (the US and UK among others). Scientists in both countries understood how diesel engines worked, but their attempts to make their own were not always successful. So there were parts of the manufacturing process that were, if not secret, at least closely held - or not understood without lots of experience with diesels. If I recall correctly, enemy firms wer
This is still REALLY REALLY loud - I keep my volume turned down low and I'm still afraid the neighbors will complain. If I cranked it up a bit it would sound like a car crash.
I started a game before the last patches and I'm still playing it out, so I have not tried any mods yet.
I reloaded the game - same sound. Reloaded the second time - no sound. So I'm going to wait until I start a new game to say any more about this.
Just updated to 1.1 and continuing an existing game. Had to move a starbase. Had my sound level down to where I could just barely hear the sound effects, but unanchor/anchor was so loud I almost fell off my chair. Anyone lese notice this?
This may be a silly comment, but it did happen to me... If you save a design as a template it does not appear as a buildable ship but as one of the hulls in the 'Medium' group (or small or whatever). You don't say, so I'm offering this in the hope you will spot them there. If not, then I'm out of ideas.