joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

I agree with the suggestion for making automatic fleet formation optional, as well as for automatic fleet formation to only occur at the final destination rather than when flight paths cross and two ships end up on the same tile in the same turn. In a similar vein, I would suggest that non-fleeted ships and understrength fleets stacked in the same tile should be treated as a fleet (up to the logistics limit) for the purpose of defending against attacks made by another player, so as to

6 Replies 2,799 Views

Here's an older discussion of this: https://forums.elementalgame.com/449887 Also, I would point out that your list of the benefits of several of the structures is incomplete. Scroll Scribes provide shop access for Blizzard, Return, and Air Elemental scrolls, while the Tower of the Magi grants the city it is built within immunity to certain types of strategic spells. Recommended Changes for Conclave

16 Replies 90,794 Views

I personally disagree with making augmented weapons strictly superior to the base form. Better overall, sure, but not strictly superior. Also, if a 0.5 bonus to the rate of fire increases the rate of fire by at least 18%, it has more than made up the difference in raw damage, though potentially not in actual damage after defenses are applied. Moreover, at present we've only seen the bare bones of the combat system. I would suggest that it might be better to wait until it&#

5 Replies 2,534 Views

At least in Galactic Civilizations II, each turn represented one week of in-universe time, and each move action represented an approximately equal piece of that week (for a given ship/fleet, anyways; a fleet with 5 moves takes 1.4 game-days per move action while a fleet with 7 moves takes 1 game-day per move action, and a fleet with 28 moves takes 0.25 game-days or 6 game-hours per move action). These all seem like fairly reasonable time scales for battles; it's only really when the numbe

1 Replies 1,492 Views

[quote]Is there any way to control the setup of your armies on the tactical map?[/quote] Not outside of changing equipment and choosing character class. Troops with ranged weapons go to the back, troops with melee weapons go to the front. Spellcasters (Mages and Commanders, mostly) tend to go to the middle if given a melee weapon, rather than to the front. I suspect the defense and dodge scores also have an influence here, hence why Mages and Commanders, who typically have low defense

1 Replies 6,399 Views

Personally, I feel that the problem that the initiative system has is more that the minimum possible value (4) of initiative is too low relative to the maximum possible value (~32) (minimum and maximum values are for trained units fresh out of a fortress and including the potential bonus from Aura of Grace in the maximum; you can further modify values with Amarian Blood + fire shards, Slow/Haste, a Commander with at least one level of Tactician, Wraith Blood's Zealot trait - which despite

18 Replies 18,873 Views

If I have to choose one or the other, then it's Masterwork Chainmail. If I can choose any armor, then it's probably leather, unless the computer is bringing enough ranged firepower that I can't make theirs trivial in the opening round or two of the battle with a big alpha strike. Regardless, I'd never use plate on anything except a tank unit, because that -6 initiative is not worth working around, especially on a ranged unit which already has at least -4 initiative from the we

2 Replies 6,329 Views

[quote who="ParagonRenegade" reply="32" id="3477282"]Hexes look sci-fi, squares look dorky.[/quote] In your opinion, perhaps. [quote who="trims2u" reply="34" id="3477652"]Hexes provide better distance approximation for fixed-increment movement.[/quote] I still don't see why this matters when the tiles in GCII and GCIII clearly don't represent uniform amounts of space. [quote who="trims2u" reply="34" id="3477652"]Both suffer from the "wiggle" problem whe

119 Replies 404,343 Views

Anyone got any ideas for effects of an Isolationist trait ? How about being unable to interact with computer factions except for issuing declarations of war and negotiating peace, at least if we're shooting for things the developers could add? As far as things you could mod in, perhaps a fame or growth penalty, or loss of the consulate improvement? An income penalty because you're not trading with other factions as much as a less isolationis

12 Replies 7,523 Views

[quote]The other one I'm thinking of is a "Tyrannical" or "Oppressive Leadership" type faction weakness.... not sure what the effect should be though, find it hard to come up with weaknesses.[/quote] Increases unrest and reduces research? Maybe increases production a little, to make it less of a completely terrible choice? Tyrannical really sounds more like a sovereign trait than a faction trait, though, so I'd tend to call it 'oppressive leadership' or 'oppressive

12 Replies 7,523 Views

[quote who="Lucky Jack" reply="24" id="3477386"]Especially a game where all space travel is considered to be FTL anyway.[/quote] Oh, I don't know about that. You do always use the FTL drive for map movement, but it's fairly clear that movement within a system takes place at far less than the speed of light for all but the fastest of GCII ships, unless you assume that the ship is not moving for large fractions of the time it spends in the tiles around planets and stars even whe

33 Replies 23,242 Views

[quote who="Gaunathor" reply="32" id="3476844"]I don't think that was such a bad move. Quite the opposite actually. It was a good distinction: if you want better ships, go that route, if you want stronger starbases, then go that route. The actual problem, in my opinion, was the sheer number of defence modules (28 for most races), and that they were all over the place. Some were in the weapons and defence branch, some were in the hulls branch, and some were in the starbase branch[/quote]</

110 Replies 250,774 Views

[quote who="trims2u" reply="8" id="3476805"]Squares significantly distort distances; worst case is using 1 movement point for 1.4 of distance, and average case is moving a distance of 1.2 per 1 mp. With hexes, the worst case is that you spend 1.15 less than actually traveled, and average case is 1.05. Hexes are significantly closer to reality in terms of distance to MP required.[/quote] This is a valid concern if your tile grid is attempting to accurately depict absolute distances on

119 Replies 404,343 Views

[quote who="parrottmath" reply="14" id="3476560"]What about the naval manufacturing ports in the US? They do not have much defense to withstand a military assault. Although, there are plenty of protection provided from the navy ships in the area, but nothing at the actual port itself. Why would this paradigm change when it come to space?[/quote] The US also at present has the most powerful navy in the world and no nearby powerful hostile neighbors, with Russia being the physically clo

110 Replies 250,774 Views

[quote who="DARCA1213" reply="4" id="3476740"]Well...pixals are tiny and square like and can make convincing circles.[/quote] Pixels are also typically significantly smaller than the circles they approximate, which makes your average circle displayed using pixels into a large-radius arc (radius scale is being judged relative to the size of the grid unit, not absolutely).

119 Replies 404,343 Views

[quote who="Larsenex" reply="2" id="3476715"]What is really good is the ability to make round shapes with hexes, something you cannot do with a square based map. [/quote] It is blatantly false that you cannot make good looking round shapes on a square grid. What you cannot do is make good looking small round shapes on a square grid, and in my personal opinion the rectangular grids give better-looking circle approximations than the hex grids do for arcs with a radius greater than a cou

119 Replies 404,343 Views

[quote who="GFireflyE" reply="2" id="3476058"]However, one aspect which I believe is detering such development, even from the modding community, is that the wonderings are a 'first to the tech' type build. The fact that there is no race to completion eliminates the drive and impact of the wonders....or rather shifts the drive into research instead. The quality of the city in which the wonder is being built no longer matters.[/quote] I suppose that's true to an extent, thou

12 Replies 26,170 Views

[quote]Is it possible to adjust how much ffame is needed for each champion to show up? I guess I'd like to delay them by about 20 fame + 50% fame, or something in that neighborhood.[/quote] If you open CoreGameEvents.XML, there are events named "GameEvent_Champion_#" (no quotes, and # is replaced by an arabic numeral). These events have a fame value which triggers them (look for the line that starts with , and this is the amount of fame required for the champion

7 Replies 6,632 Views

The adjacency bonus for improvements seems to be buggy in Alpha 3, though it had worked fine in Alpha 2. If you open the attached save, you can see that there are factories on Earth which have 4 adjacent factories yet which are only level 3, there is a level 1 factory with two adjacent factories, and there is a level 0 factory adjecent to the initial colony. Mars has a similar problem with its research labs adjacent to the initial colony. If this is due to a negative level from terrai

4 Replies 31,323 Views

Are the terrain bonuses that were present in the 0.2 and 0.1 alpha gone? I mean the +1 level to Wealth improvements from Mountainous tiles and stuff like that, not the stuff like the Mineral Rich bonus. Just wondering, because I haven't noticed any such bonuses so far but I didn't see this listed as being removed in the changelog.

2 Replies 13,612 Views

I don't suppose the Hellknight army is under the bear army? Was there enough time for the Hellknight army to move off into the fog of war to the west of the bears? Has another empire been poking around the area with an army that might have been capable of taking the Hellknights?

2 Replies 5,319 Views

What is Bacco? Full champion, so he splits experience. do henchmen also XP split with other heroes? With other henchmen? No and no. Should it say somewhere in Bacco's unit details that he is a henchmen/hero? Henchmen don't get unique background text, while champions do. Plus, henchmen typically have names like "Torchbearer" or "Bard," rather than names which are

4 Replies 13,868 Views

[quote]- What percentage of regular damage is a counterattack?[/quote] I suspect that counterattacks deal damage computed using half the attack score of the unit making the counterattack, rather than by halving the damage which results from the full attack score. In the case of a counterattack against a zero defense target, this results in half damage. Against a target with some amount of defense, the reduction in damage can be much greater. Regardless, the XML file CoreUnitSt

7 Replies 16,936 Views

If you're referring to the slider beneath the disk, then that would be the brand-new "how much of this planet's output gets sent to the nearest shipyard" slider. I rather suspect it could use a label.

3 Replies 19,477 Views