[quote who="treborblue" reply="46" id="3477000"]I don't agree with nerfing the initial range for military ships. That's like putting the Drengin on a leash![/quote] Not just the Drengin--it would slow the start of combat down a little because it would require some research for longer-range military vessels--either through weapon miniaturization, larger hull capacity, or civ-wide range bonuses. For the Drengin this would mean quicker access to military tech, but not a
ScrivenerOfLight
[quote who="treborblue" reply="44" id="3476979"]My concerns are that it will force me to play the start of the game the same way each time. i.e. rush weapons so I can defend my starport. In GCII, opponents early superior fire power didn't mean the end of the game, they could wreak havoc, but unless they had planetary invasion you could recover. Now it all changes. Loose your starport and its all over.[/quote] I agree that starports in space <span style="fo
[quote who="parrottmath" reply="37" id="3476946"] I'm not seeing an issue at the moment with the vulnerability of the star port. IT certainly is a target of opportunity and it certainly is designed to create ships. It does not need to be have defenses embedded on the station. The fact that you can place defensive ships on the station itself should be sufficient in defending the starport from any attack. In effect, this adds defensive bonuses as well as offensive bonuses. If we are c
[quote who="joeball123" reply="33" id="3476904"] Which could be corrected by adding a rule that says that a shipyard cannot initiate combat, perhaps because it's too slow to catch anything. Or you could make it significantly weaker while it's moving, or something like that. [/quote] Maybe offensive values could simply be set to zero when unanchored...
[quote who="Gaunathor" reply="32" id="3476844"]As for the starports, I wouldn't have anything against adding defences to them. Finding the right values is probably going to take some time. Adding weapons, on the other hand, is something I would object to vehemently. Remember, starports are mobile. If they had weapons, you could use them to attack enemy ships that get too close, or undefended starbases. It just doesn't make sense to me, that a construction yard could be used a combat v
[quote who="DARCA1213" reply="31" id="3476825"]I thing think this is better because its not a malice like most of your suggestions are, and malicious things are bad for us! Also stardocks would still be vulnerable but not immediately. It sounds like a perfect win win senario.[/quote] How are my suggestions 'malices'? This is alpha and none of the values are set, so reducing some aren't 'malicious'. I'm suggesting some of the existing techs and component
Kind of has a fish-like quality to it, Cynwulf--I like it.
So I got a chance to do a little more playing and started a few quick games as Drengin and Terran. Personally, I think a mountain is being made out of a molehill. If a player was Drengin and was in an adjacent system to another player or AI, within 4 turns he or she could reach that player with a Bomber M1 by rush-buying the ship on the first turn. As Terrans, a player can build a variety of stronger military ships after researching the first military tech and then rus
[quote who="SergioMM" reply="20" id="3476635"] Quoting Hamilmac, reply 19 It's not the vulnerability of the starports that I have an issue with; it's the fact that ship production cannot occur on a planet so that destroying your enemies' starports effectively ends the game (checkmate). THIS is the real problem. I agree with the solution of planetary shipyards, mayebe more expensive or inefficient than starports.[/quote] As it should. The AI is i
So I posted something similar in another thread, but basically I agree with parrotmath. I don't think starports should have innate defenses at the start of the game. I'm open to the idea of upgrading them using modules via constructors like other starbases (could also have modules to boost range from planet bonus, production overall, speed of ships produced, etc.), but I really don't think such improvements are necessary either (could be a cool DLC though). In my first alp
As edladner said, for ship range you can use tech research to improve range. You can also go into the ship designer and equip a ship with more range modules. Your maximum fleet size is determined by logistics, which is shown in the top right of the fleet display (bottom left corner of galaxy view). To increase logistics, this is done through research. To mine Durantium and Elerium, build a starbase (using a constructor) nearby the resource. You must then send an additional con
Androshalforc--really love your ideas here. I'm sure the devs are already working on improving the starport UI, and I would love to see some of these ideas implemented in their improvements. [quote who="Larsenex" reply="2" id="3475553"]Are we able to dock military ships to ship yards like we do spaceports?[/quote] Yes.
I've also had it where nothing happens when you attack one ship, but if you attack another, the first ship you attacked is destroyed, but not the current ship. This seems to "unlock" the first stack of ships and allow you to attack them freely. I haven't had it crash as a result of this, though.
[quote who="Larsenex" reply="20" id="3475898"]My point was that once you destroy a Civs star port in the early game, they are defeated. They cannot field units against you. This simply does not feel right. [/quote] "All is fair in love and war" . . . well, maybe not all, but anyhow. If you pursue conquest and weapons and that's it early in the game, as opposed to, say, colonization efforts, you might be able to rush one civ and win. But in a game against multiple civs, you
Thanks Edladner!
I'm not sure I agree that starports need inherent defenses. When the AI is further developed, I have a feeling they won't leave their starports undefended. On small maps, defending starports will be more difficult--granted. But even so, within fewer than 10 turns, it is easy to have your first military ship built and stationed. I loaded a tiny map with everything set to abundant. I was 10 hexes from the Drengin. I rush purchased a research improvement on Eart
I did what I could to fix the ship, though I couldn't fix the components that are nested in the exported objects (perhaps this could change, somehow, so that exported objects retain an original template that can be modified, duplicated, etc.). Anyhow, I posted the mostly corrected version here .
UPDATE: I changed the title to make this thread a more general discussion of bugs encountered while designing ships. ------------------------------------------------------------------------------------------------------------------------------------ So I created a ship last night and when I opened it up today, I noticed several problems related to grouping/exported objects and flipping. Specifically, all of my flipped components were unflipped, I believe upon save, but
Okay, so here is my first posted design. There were some bugs related to flipping and exported objects (which I posted here ), and so this isn't exactly what I made, but I got it back to where it was, more or less. Essentially, the little wing components were angled forward instead of backward, and some panel details (which I had grouped) were distorted (components moved from offset position). Anyhow,
Overall, I'm very impressed. I love what I'm seeing. I know some of the things I'll note below have been mentioned by others and/or are already known by the devs, but I'll post them just in case. Galaxy View: 1. Completion times for production & research in galaxy view would be nice, at least as a tooltip. 2. In the planet list, the manufacturing icon is missing and the population icon is where the research icon should be. 3. The too
I don't remember that from the stream, but I had to get up a couple times, so I must've missed it. Thanks perigrine23.
[quote quoting="post"]It would be pretty interesting, in my opinion, if 'terraforming' in the series took on a new meaning beyond "Make moar tiles". I would like if we were permitted to settle & build upon a 'type' of dead planet; basically ones that are in the star's habitable zone, lukewarm and relatively hospitable (perhaps 10-15% of all dead planets?). From there, we could build "Terraforming Centres" or something along those lines that would introduce life
[quote who="parrottmath" reply="5" id="3457478"]I wouldn't mind seeing the ability to send a terraformer ship to one of these planets (Shake and Bake Colony) with a percentage chance of success. Something around 5% chance of successfully terraforming a dead planet. Building these terraformers shouldn't be cheap and you would fill these things up with colonists .5 billion, with the planned effect of them possibly dying on the planet. Brings a little gamble in the game. Once terraformed
[quote who="perigrine23" reply="33" id="3473856"] 2) Each time you take an ideology it should increase the cost of the next ideology in the other trees the same or more than in the tree unlocked. Example: Currently, if you take your first 20pt ideology in pragmatism it increases the price of your next pragmatism ideology to 81, and your next malevolent or benign ideology to 23. Instead, it should increase the benign and malevolent to at lest 81 as well. [/quote] I agre
Again, I'm reserving judgment until the system gets more polished, but I do suspect either the points given will need to be reduced or the costs will need to be raised. We'll soon see how it plays out on large maps, and that should provide some insight into how the system will scale.