could have a support item for large and/or huge hulls that adds accuracy to the fleet, to help them deal with swarms better. would also make kinetic weapons a little better down the road to help make up for them being slightly worse overall but cheaper than the other types
Basilisk83
another way to make tiny and small ships less op is to have "flexible bulkheads" only apply it's +1 slot to med and larger hulls.
yeah the commander ships are a little op from turn one. maybe if you had to research each one's weapons, hull size, and maybe defenses to unlock it first, it would make it less op. maybe turn the survey ship into a small hull instead of med too, so it can't have over 100hp after a few quick levels. med hulls shouldnt be unlocked for a while anyway. you're right though, currently leader spam fast attack tactics seem to have no counter, esp when being used by races like the onyx, yor, and mimmo
Ideas to help make every ship role useful: Ideas to help make every ship role useful » Forum Post by Basilisk83 (galciv4.com)
Ideas to help make every ship role useful: I know that range was just equalized for all weapons (although there are ship items that increase range still, such as predictive targeting), but i think that changing the ranges back to max for missile, med for beam, and closest for kinetic is really the way to go and will help give more meaning to the ship roles and give players better reasons to mix up ship sizes, roles, and weapon types. weapon range can be offset by weapon construction c
[quote who="GeezerGuy5599" reply="36" id="3842331"] Can't swarms be balanced by having escort ships work well? The escorts would be modest sized hulls that would attack the swarm ships before they reach the big ships, and cut them down to size. That encourages a balanced fleet, with various ship sizes, which is how it is real naval fleets. For this to work, an escort has to outmatch an equivalent cost bunch of swarm ships. It should probably be about one size larger hull than the swarm s
i think i remember hearing that the full custom races were going to try to be part of 0.9. the races right now are very customizable though.
yeah i agree a lot with both of you. and larger ships being able to target multiple smaller ships would be great, but prob hard to actually do. i think the balance with swarms should be to make it so that the swarms by themselves shouldn't be able to take down a large or huge hull of equal logistics pts, but if they have a support ship or 2 in the back that's not being targeted then the swarm should be able to take down a bigger ship while losing a few swarm ships. right now they're s
thank you both very much. i really hope some of this helps :)
and yeah, maybe replace most of those base dmg bonuses with higher % bonuses. this would make tiny swarm ships less OP, which seems to be a problem. that idea came from the discussion on this thread btw... GalCiv IV Dev Journal #16 - The Battle Viewer » Forum Post by Frogboy (galciv4.com)
with equal weapon and defense techs researched, a huge ship should be able to beat an equal logistics value simple fleet of smaller ships that have no support. considering the time it takes to research the upgraded hulls they should by default be a little better by themselves, but all work best when grouped up and mixed together in different ways.
[quote who="Halicide" reply="29" id="3842254"] Basilisk83, When you say, "give bigger ships better defenses" are you proposing to give each hull size a flat defense bonus for shields, point defenses, and armor. If that is what you mean then the problem with that idea is that it would need to scale according to the technology you've researched, or it wouldn't work because of how weapons currently work. For example if I have a 8 fighter swarm that can do 100 beam dam
How beam and kinetic weapons could be more diverse and unique under this system... Kinetic: make kinetic cost less to build than the other types to help offset the lower accuracy and range. thullium is also arguably easier to mine and more common than elerium so it's already easier to produce a bunch of upgraded kinetic ships than beam ones. also easier to find than elerium or antimatter since u can see the star color from far away. kinetic weapons are something we already have, unlik
[quote who="SchismNavigator" reply="14" id="3842219"] Apart from updating some of the early advisor text do you have any ideas of what might improve the new player onboarding experience? Bear in mind that the advisor isn't really a "tutorial" just an assistant designed for the new player experience. A tutorial would be far more involved and frankly arguably useless in today's age of let's plays and guides. [/quote] This is honestly a very difficult question to answer r
[quote who="DerekPaxton" reply="4" id="3842236"] I agree. I'm going to give sovereigns +5 in Int, resolve and diligence to go with the +10 they already get in loyalty so they are a good example of their species. [/quote] nice, that sounds great, thanks!
[quote who="DerekPaxton" reply="8" id="3842126"] That tooltip is rounding, which is why you are seeing 0 when its 0.1. Thats a bug. Yes, those are rounding displays. The question is its better to show decimals everywhere or just round. More casual people want rounding, the more OCD people want decimals. [/quote] I think that it's better to show decimals. quick pro/con for rounding... con: if someone sees 4 when it's not 4 it gives them inacc
[quote who="Taslios" reply="18" id="3842143"] If we are making defenses more effective across the board then my assumption would be that no one would be single weapon. [/quote] my idea was that missiles should be a little better than beam and kinetic. highest dmg to hull, longest range, best accuracy. making missiles have a very different feel than beam and kinetic, and would also give them a very interesting feel when combined with beam and/or kinetic. to counte
medical center can be built on the homeworld while colonial clinic can't. this allows later core worlds to be able to grow up their population in a more reasonable amount of time, while still giving bonuses to both the homeworld and core worlds later on for growth research. also, both add +2 population to the surrounding area. things that add population are pretty rare (esp +2) so u def want two of these if you're going to be building housing districts and getting a lg population on that plan
yeah, customization of that would be nice, but that would lead to people making "perfect" leaders. i think that it would take a more complex system with points that could be put in and possibly diminishing returns if you wanted to try to keep things balanced. kinda similar to making a DnD char's stats... would be cool though :) would be nice for Gorignak, who is the leader of my last custom silicon-based civ: "The Stalagmighty Empire," to be able to have a very high diligence set for him ;)</
it's beta... this is still the test build. and best way for them to fix everything is to just throw it out there now and let people find all the problems they can now to help move everything along as fast as possible. anyone who really doesn't like the bugs can still just skip the battle viewer for now. might be a bit of a pain but it helps fix everything quicker.
[quote who="Sixball01" reply="2" id="3841975"] Thanks. I feel a little foolish now. [/quote] dont feel too bad, several people have had this problem. took me a sec to find it at first too. it def needs to stand out more, or put it in multiple areas so that people can find it easier.
[quote who="impinc" reply="24" id="3841966"] Also Prison Research Lab: How do you get prisoners? [/quote] you get them by clicking on the citizen while in the planet screen, same way you do to change their profession from worker to something else. one of those options allows you to imprison them
yeah, none of the weapon dmg or firing rates or tactical speed seem to be working correctly, and dont have accurate descriptions. i really think they need a new weapon system... havn't personally seen ships that weren't there show up in the battle log, but remember the battle viewer just came out, it's gunna take a min to get it working just right. it already looks great though. the trade issue might be caused by the rounding that the game does instead of showing exact figures. it cou
[quote who="impinc" reply="22" id="3841957"] Drengin Prison Labor Camp gives 0% Manufacturing (description says it should be 5%). [/quote] just double checking... did you have a citizen you had imprisoned on that planet?
i really think that the current "tactical speed" stat makes no sense to anyone. if it was replaced with accuracy and dodge bonuses based on hull sizes it would be much simpler and easier for everyone to understand what it does.