joeball123

joeball123

Joined Member # 3255849
1 Posts 314 Replies 476 Reputation

The game does call missing "dodge." However, "Dodge" will only show up if all members of the attacking unit fail to hit. Otherwise, you'll see some amount of damage that falls in the range min-max/2*min-2*max/ ... /X*min-X*max, where X is the number of figures currently shown as being in the unit. As a side note, the rolls for individual figures to hit do not appear to be independent, but rather sequential until failure. That is, a three figure unit will make up to three rolls to

3 Replies 7,808 Views

[quote who="EleventhStar" reply="3" id="3466366"]Personally i never liked the idea of the flagship on a game with this scale, they should just call it science/survey/exploration vessel. Surely every fleet has it's flagship? Does it really make sense for a huge empire (or the federation), to have ONE flagship?[/quote] It really depends on how you're defining 'flagship.' It is certainly the case that any organized collection of military ships will have one vessel which h

8 Replies 17,856 Views

[quote who="econundrum1" reply="12" id="3464777"]Any Shield or hull that could withstand particle collisions at those relative velocities would be impervious to most combat weapons from the start.[/quote] Depends on how big the particles are. Mass may not have as much of an effect as velocity on the collision energy, but there's a big difference between hitting a 0.1 kg object at 0.9c and hitting a 1 kg object at 0.9c. Regardless, if the vessels truly are moving at relativistic ve

22 Replies 7,840 Views

Nebulae slowing ship traffic and sensors I'm mostly okay with, even though it's fairly ridiculous. Normal nebulae causing my ships to get lost or damaged, though? No thanks; any navigational design so incompetent as to rely so heavily on dead reckoning that it could result in the ship becoming lost due to a failure of an IMU should never appear on a starship, particularly not one found in a setting supposedly more advanced than the present. Even a basic setup for navigating by the sta

22 Replies 7,840 Views

[quote who="Wer900" reply="9" id="3464185"]The issue with your description of folded space is that it assumes space to be pre-folded.[/quote] It doesn't matter if space is pre-folded or not, the map displays the relative locations of objects as seen by a ship which is folding space. It's kind of like a subway map - it shows you where the stops are relative to the other stops; this one additionally scales it so that you have an idea of the time between the stops.

33 Replies 32,056 Views

[quote who="abob101" reply="5" id="3464105"]So if it took twice as long how would that change things?[/quote] It really depends on what else is available for your city to do, and at the start of the game you really don't have that much that you can build. I will say that increasing the amount of time that it takes to build the Tower will increase the value of getting the Cleric, Bell Tower, or Logging Camp (if any are available) before the Tower, as any of those can reduce the tim

17 Replies 32,829 Views

[quote who="Wer900" reply="12" id="3463413"]I don't gather what you mean by "direct interference in space battles". Space battles are already played out on a large map (although I would wholly support a smaller tactical map) but planetary invasion is purely a numbers game. How planetary invasion works in GCII does a terrible injustice to the military, political, economic, and logistical challenges that accompany the conquest of a planet.[/quote] Planetary invasion in GCII is neith

38 Replies 152,721 Views

[quote who="AuraBoy" reply="10" id="3463241"]Even though the bulk of people dislike the notion of a spherical planetary view, I still contend that it would enhance the game. I have recently been playing GalCiv2 again and I do not see how this would detract from game play at all. Plus you could theoretically toggle between a 2d and 3d view. It is nice to see someone else like the idea as well. I still think the Hexagon/Pentagon combo fits in more with the aesthetics of the current game rather

38 Replies 152,721 Views

You might find some of these interesting, though many of them are rather old: Top 10 things a new player should do/know: https://forums.elementalgame.com/445229 What type of heroes work best overall: https://forums.elementalgame.com/444783 Some stuff about combat: https://forums.elementalgame.com/448225 <

4 Replies 37,804 Views

[quote who="Fallenchar" reply="3" id="3461741"]Doesn't Asha miss a trait? She only has 5 points spent. Or does she have some unique power?[/quote] It looks like 6 points to me - 1 for the staff, 1 for the stone, 1 for attunement, and 3 for Fire II.

21 Replies 39,435 Views

[quote who="tjashen" reply="4" id="3460897"]That may change things a bit, but that's not quite what I've seen ingame at times. I hope you are indeed right about that (attackers attack value instead of defenders), because that would be a little better... Of course, if you have a 6-man unit with said weapons, well you essentially multiply all damage by 6, before any bash modifiers, etc.. [/quote] It should be rather easy to test. All you need to do is build something with low at

6 Replies 3,941 Views

[quote who="androshalforc" reply="22" id="3460882"]i don't think it should be willy nilly it should be considered an act of war unless you have a treaty with the person there should also be three different treaties one for each type of starbase[/quote] You see, I disagree with this significantly. GalCiv's "Influence" bubbles are absolutely terrible as representations of territory. They show where your culture has spread to, but that doesn't mean that that area is

28 Replies 31,550 Views

[quote]least one 66 attack weapon (potential of up to 4360 damage assuming a defender with 0 attack/defense)[/quote] This is wrong. The attack rating of the target does not matter; the attack value in the denominator is the attacker's attack rating, not the defender's. Thus, no weapon can deal more damage than its attack rating unless you make a critical hit, which will normally deal double damage but may deal more if your unit has modifiers to critical damage. Beyond

6 Replies 3,941 Views

[quote who="androshalforc" reply="1" id="3459018"]further i think economic and even influence starbases should be able to be flipped[/quote] I would very much not want this to be possible. Starbases, in my view, are state-owned and operated. If you want one of my starbases, you either buy it or you take it by force. Moreover, this would tend to defeat one of the primary purposes of influence starbases - namely, changing the culture balance in a region to prevent your worlds from flipp

28 Replies 31,550 Views

[quote who="Pwarky" reply="27" id="3459212"]I agree that manned fighters are silly in space, but why are AI drones not an option. Removing the biological parts means that g forces are not a problem for abrupt vector changes and removes the need for Life Support. Uplinked Targeting allows for highly accurate shots to be taken without the limitation of organic sight.[/quote] It's a question of EW and fuel capacity. If the EW is too strong, then there are issues with keeping in touch

41 Replies 173,562 Views

[quote who="Liquid Sky" reply="19" id="3459056"] You don't really have to maneuver if your weapon has range. And any weapon you want to put on a fighter, I can make more powerful/better range and put on a ship. And protect that weapon with heavier armour/shields. [/quote] But how well can you aim it? It doesn't matter if your death ray can fire 1,000,000 times further than my death ray can if my death ray can be mounted on something that your death ray cannot reliably hit from

41 Replies 173,562 Views

[quote who="EleventhStar" reply="11" id="3458742"]-the sheer scale of distances and speeds in space is nothing like you see in scifi, in reality ships would be many hundreds if not thousands of kilometers apart, making the pilots eyesight useless. This goes for weapons fire too, a pilot would never ever be able to dodge any space based weapon except for possibly a missile. This also applies to all the cool fights in asteroid fields, in reality there will rarely be 2 asteroids within a couple

41 Replies 173,562 Views

It's really not that difficult if you read it; it boils down to if your current maximum population multiplied by the change in the production multiplier is greater than the change in maximum population multiplied by the current production multiplier, then you build the production structure, while if it's less you build the farm. The change in multiplier or maximum population is simple to compute, you ought to know what your current maximum population is, and in GCII you could get the

29 Replies 83,291 Views

[quote who="chepelink" reply="16" id="3458160"]Even though, at this point being forced to do complex maths are going to reduce the attention of fellow readers, specially since we ignore more mechanics that we should in order to make those calculation interesting and useful for non min-maxers. [/quote] You want something that works for 'non-minmaxers'? Fine. Let's call the current population of the planet as X, the increase in maximum population from building one farm as Y,

29 Replies 83,291 Views

[quote who="mormegil" reply="37" id="3458013"] Quoting EvilMaxWar, reply 7 I also wonder what we are missing with the sudden disappearance of this part of the gui This data would still be around with pretty picture, but in tool tip form.[/quote] I really feel that this information needs to be present on the map itself, not hidden behind a tool-tip or on the selected tile details. In the absence of a significant production bonus from colonization events,

60 Replies 167,763 Views

[quote who="chepelink" reply="14" id="3458067"]the point is not to make mixed planets to be as effective as specialized planets.[/quote] None of what I said would make mixed planets as effective as specialist planets, and both of the synergy bonuses were more concepts than solid numbers. Let's look at a class 4 world where the three tiles you can improve are each adjacent to the other two. Let's further assume that you are only building the basic production structures

29 Replies 83,291 Views

I dislike terrain-type induced penalties for structures, at least beyond a one-time fee while building there to represent land improvement, or perhaps a slightly increased maintenance cost. If you want to encourage mixed planets, or at least make them competitive in comparison to specialist planets, I'd much sooner see some kind of synergies between structures of different types than having penalties from terrain, especially given that it's annoyingly difficult to see where th

29 Replies 83,291 Views

I personally don't like the monochromatic portion of the image, especially over the oceans - it just looks like there's nothing at all there, and that the continents are just kind of floating in space, especially since the monochromatic portions are somewhat transparent. I feel that having the hex grid show only on the improvable tiles is sufficient for showing where you can and cannot build things, though I suppose a highlighting option wouldn't be terrible. I count 13 ti

60 Replies 167,763 Views

[quote who="EvilMaxWar" reply="50" id="3457745"]I actually ran several rounds of test using a stop watch and symmetrical values are faster to set precisely on the wheel than with the sliders, Despite being on the interior of the disc. Took about 6sec in average to set an exact symmetrical value set on the wheel Vs. 9sec for the sliders. [/quote] And I would bet that most of that improvement came from being able to get all three values to the approximate set of values you wa

54 Replies 13,724 Views

[quote who="EvilMaxWar" reply="46" id="3457727"]1.Sliders are faster and easier to precisely dial arbitrary sets of asymmetrical values. ( ex: 22%, 34%, 44% ) [/quote] This is only particularly true if the sliders can be locked. Otherwise, you're stuck fighting to get it to about the right area to start with, and the fine-tuning can be a bit of a pain. [quote who="EvilMaxWar" reply="46" id="3457727"]2.Wheel is faster ( and arguably easier ) to dial Symmetrical sets of valu

54 Replies 13,724 Views