Stalker0

Stalker0

Joined Member # 3557745
68 Posts 204 Replies 20,760 Reputation

For a while I have thought there was something off about attack values in the battle log (and I'm not talking about the raising 1 above the defense issue). This recent battle to me is a good showing. In this battle, all of my ships have a 2 missile attack. This means I would expect a roughly 50% distribution of 1 damage and 2 damage attacks over a long battle. Against this starbase, I had such a battle. When I look at the battlelog, here are my results: 1 damage

6 Replies 9,709 Views

In the screenshots below, Fleet 2 is superior to Fleet 1 in every way. It has better offense, defense, more hitpoints (heck fleet 1 is even slightly damaged), and more ships for more attacks. They are both using tiny hulls, and both within my borders so no adjustments there. However, you can see the combat assessment is night and day different. Version 1.0 Files: https://drive.google.com/file/d/1YM-kxVWDzxSRRJ869r4shuZT_l8g2Zxw/view?usp=sharing <img src="https://c

1 Replies 2,468 Views

[quote who="SAMarcus" reply="7" id="3850824"] That said, the tech follows a general level of realism. Pretty much everyone will discover how to throw rocks at some point (kinetic - kinda general purpose, low range accurate, decent damage that sharply falls off at range), then boulders (missiles - high damage that splashes, longer range, less accurate), then learn how to dig under the walls and sneak in (beams - more precise, localized damage so "less" damage overall, but devastating to t

9 Replies 46,806 Views

[quote who="TurielD" reply="26" id="3850733"] * Tech speed: Lets say you set your tech speed low (-75%). What does that mean? Well, techs will cost 4x as much, so research will go at 1/4 speed right? Wrong! It gives you an additive -75% modifier to your research . But what does that mean?\ [/quote] I wanted to reiterate this. This was how it was in GC3 as well if I recall, and its a VERY STRANGE way to adjust a tech modifier. A far smoother way is to

35 Replies 114,572 Views

So playing the Navigators, everything about them screams "sciencey research race". And with their high intelligence citizens, your first reaction is likely to favor scientists en mass for some big science. However, this is an area I feel the mechanics and the flavor don't line up. The reason is their policy of Asteroid Exploitation. This policy is MASSIVE, it turns each Asteroid from a nice little bonus into its own personal Durantium Power Planet. Navigator core worlds in my experien

2 Replies 8,182 Views

So I took a look. Having multiple weapon times does do a different instance of damage each time. Now most of the time, this is bad. It means that each weapon is getting checked against a high defense, so your average damage is low. Its generally much better to have a single high attack that beats the defense so you get a higher damage average. Only when the defense is super high are more weapon types better, obviously because you are less likely to get screwed by a single defense numb

26 Replies 108,861 Views

In another post I threw out the idea of "slotless modules". I want to expound on that more to explain the concept. The Issue with Slots In general, I think the new slot model is far superior to the old mass model. Its much easier to understand, its less fiddly, miniaturization is much meatier and usable, and it gives tiny and small ships a greater purpose as compared to old systems. That said, the main issue is the loss of granularity. I use to be able

7 Replies 694,990 Views

[quote who="dppetey" reply="8" id="3850666"] There is absolutely no reason why the attacker should always get a point. [/quote] It does have some merits: It ensures you cannot build an "invincible fleet" that can just kill an opponent with impunity. Each combat has some HP attrition, which requires you either spend time to repair or swap out ships. It allows for quantity over quality to win. In the early game once defensive studies is researched, whi

14 Replies 41,767 Views

[quote who="Publius of NV" reply="4" id="3850652"] The battle log has been like this ever since the change (during the beta) to make every attack do at least 1 damage. [/quote] Yeah but its doing it "wrong". Most of the time the battle log does it right. You roll your attack, I roll my defense. My defense is then lowered to 1 less than your attack if its equal or higher. Everything works. However, every so often the reverse seems to happen, and the attack is

14 Replies 41,767 Views

[quote who="Panos4860" reply="10" id="3850565"] Mimot -25% HP is per ship, so you get 2 ships for the same HP as 1 of the other races. However this is not Stellaris. Logistic play very important role here. A fleet of 16/16 with Small hull Mimot is weaker than any other race 16/16 fleet. No matter the tech, the NPC will get the same logistics too. And fleets are 1 vs 1 so Mimot exchanges the ability to field 2 16/16 instead of 1 but their ships will die the faster. Against well

12 Replies 51,939 Views

Side Note : I can no longer find the bug report sub forum, infact I don't see any GCIV subforums now. Version: 1.0 File: https://drive.google.com/file/d/1IrnG8_fGNWblIWgLcJqb-xbE_BQyBAtL/view?usp=sharing Reproducability: Just hover over any Arcean starbase Arcean starbases have very weak combat stats compared to normal starbases, they have high defens

2 Replies 3,665 Views

Another idea is that elerium based lasers are much more powerful than their missile/durantium cousins. The idea being that regular lasers aren't that great, but focusing in speciality lasers is very powerful, which interacts with the rarity of elerium and give the lasers a niche.

9 Replies 46,806 Views

I've mentioned in my indepth thread some concerns about the UI. For a more productive discussion, here are some the specifics. Apologies as this will be more of a stream of consciousness and not as well organized as some of my previous posts. This is for version 1.0 Currently the "rearrange" queues where I can slide buildings or units around to change their order is so cumbersome I actually consider it a bug. I will often have to redrag and drop 4,5,6 times before the s

7 Replies 8,165 Views

Version: 1.0 Repeatability: Click on any of the core world to see the 200 cost. Then click on the capital, and note the 100 cost. File: https://drive.google.com/file/d/15V5srqt5HeFwnUJICMO0dGL6q74_6nGT/view?usp=sharing For the entertainment project (which levels up all my entertainment districts). The cost on most of my core world is 200 construction. Ho

1 Replies 2,208 Views

In terms of weapon balance, Lasers seem the weakest right now. Kinetics have a very good and strong attack. The missile barrage can be useful to soften up a hard enemy (though the damage seems extremely variable, sometimes I kill a fleet with a barrage sometimes I do like 2 damage). Its also useful to kill a weak ship where you don't want to risk losing any HP. The issue with lasers is the cheaper cost is not useful enough. Considering I am already paying for other aspects of the ship

9 Replies 46,806 Views

[quote who="Basilisk83" reply="24" id="3850158"] the more i think about it the more i'm not sure if the accuracy and dodge changes will work well. this will give all weapons a good chance of doing near max dmg every hit, with no chance for the opponent to actually dodge anything. it will always hit if accuracy and dodge work for ranges instead of actually hitting or dodging anything. to take out the dodge factor completely for smaller ships, and put everything on defense like that... wel

41 Replies 203,977 Views

I consider Galactic Challenges one of the best new features in GC IV. It has the potential to really solve some of the end game issues that often plague 4x games. However....its not there yet, and I want to dig in one which ones I think are working, and which ones are not. Not, I am only going to cover some of the challenges, because frankly I find that by turn ~200ish (when I'm starting to get bored and want to end the game), I pretty much always have access to these same challenges, and hav

0 Replies 7,061 Views

[quote who="Stalker0" reply="19" id="3850210"] On the subject of citizens, how useful do people find population anyway? Right now, for me pop is really an indicator of how many colony and constructors I can make and how quickly. So growth to me is useful in the early game....however, I am not sure "pushing population" is really worth it. Pop can give nicer bonuses than the equivalent building (unless adjacency levels are high), but it takes a lot of work to get there. Housing

35 Replies 114,572 Views