MichaelJanuary

MichaelJanuary

Joined Member # 4129796
1 Posts 9 Replies 3,240 Reputation

Combat is always one fleet vs another fleet regardless if multiple fleets are stacked in the same hex. Research logistics to increase your max fleet size then kill the AI fleets one fleet at a time. Unfortunately you can't pick which fleet in the stack you are attacking.

4 Replies 3,361 Views

I also had some ugly things to say about the game after i bought it, and realised i had paid way too much money (I bought the hype lol). Anyway, I WANT to like this game. There are some things that GC3 will probably never have that i so much wanted (3d galaxy map, tactical control of combat, etc) but I can live without those things in this game (guess i will be playing a lot more SotS and Sins). There is a LOT that GC3 is missing, but there certainly has been improvements to the inter

22 Replies 58,525 Views

Besides being extremely funny .. the Federation surrendering to Darth Sidious of the Galactic Empire, they are also on the opposite side of the map, I have had zero dealings with them, and I guess they are probably at war with everyone else, hence surrendering to me :) I have just defeated the Klingon empire and the Sith Empire of Darth Malgus. This puts me in the undisputable #1 position. I still have to knock over the Khanate, one of my custom factions. <img s

12 Replies 16,336 Views

One of the small things I also battle with is when cycling through planets to update build queues, I forget which planets are sponsoring shipyards, and i hate having to open the govern window every time to see where the social/military slider is, and whether it is movable (i.e., sponsoring a shipyard). Would be great if on the main planet screen, you can see that this planet is sponsoring shipyard X, and so much of the production is going there.

6 Replies 36,685 Views

Priority is always 1. Miniaturization or Capacity 2. Food or population cap then growth. 3. Improved raw production or manufacturing 4. Improved logistics 5. Improved morale I rarely play on insane maps but even on huge maps high morale is easy to obtain and it's effectively a fifty percent production bonus. Later on you might want to consider that 1. Carriers with fighters can do wit

8 Replies 17,373 Views

The problem with interceptors is that while they are low on the targeting priority of many classes, they start very far forward at the beginning of battle, and usually have to survive 1 or 2 rounds of fire as they are the only ships "in range" of the enemy. Being tiny, with not much defenses, they usually get wiped pretty good. If they survive these opening salvoes, then they work well once the targeting shifts to the escort/assault ships. Instead of drone interceptors, use a

6 Replies 20,901 Views

Thanks for the response. I have played a few games now with my "galactic Empire", and tweaked their traits/abilities slightly each time to not make them over powerful. I dropped the "Clever" and "Militant" abilities as I thought these were too powerful, and went instead for strategic repair and a mix of fertile and farmers. Fertile/Farmers is quite strong, but hey, cloning, coruscant, planet-wide cities, etc. I struggled a bit with the "Capital/Assault/Escort/Inter

2 Replies 11,173 Views

Looking for suggestions to make my faction "The Galactic Empire" (Yes, SW), even better. See below for the traits/abilities/tech tree I used. I hadn't really set any rules on ship design and fleet makeup, other than to use a mix of Victory (med), ISD (large) with 1 Executor class (huge tactical) per fleet, but realised about halfway through the game that I should have put more thought into it I had designed my ISDs to be "support" class, with two squa

2 Replies 11,173 Views

The current adjacency modifiers (for the main series of buildings) are very 1 dimensional to me, and encourage specialization to an insane degree. The fact that a world of all factories is the most efficient manufacturing planet, to the point of being the only viable strategy, and allowing a single planet/shipyard to 1 tick build pretty much any ship in the game even is just wrong. To address these type of issues I recommend that adjacency modifiers

2 Replies 7,199 Views

[quote who="NightshadeXL" reply="30" id="3569820"] Not once was anything in the star wars universe made consistent or plausible. The movies, games, books, all say complete different things, even from each other. It's complete waste of time trying to compare Star Wars to anything that has even made a slight effort to use science, like Mass Effect or Star Trek. [/quote] LOLOLOLOL ... omg .. scientific???? I just spewed my popcorn

40 Replies 79,006 Views

Movement lines for constructors at least or when you click a constructor show the movement lines for similar ships. Way points would be nice if I didn't want them wandering near pirates or a rival empire. The ability to stop and change direction? Also, instead of a turn button have a move button to execute all ship moves without having to end the turn if you don't want to.

4 Replies 49,687 Views

One of the weak areas on starbases is the 200 hitpoint limit. If starbases also had a level linked to maintenance cost and the number type of upgrades you could add it would help a lot. I.e. a level 1 starbases has 200hp but can only install components up to a certain tech level and dock a max of 20 logistic points of ships. A level 2 starbase might have 400 hp and access to a wider range of modules. And you might go up to a level 4 or 5 starbase

40 Replies 68,476 Views

Thanks Pete. Explained a lot. Now I know why sometimes half my ships just sit there and wait for the other half to die :). A few tweaks to the combat viewer would help player understanding a LOT. 1) The starting positions appear more-or-less correct, but defensive ships (support/guardian) shouldn't be advancing into range while there are offensive ships in play, and it should be made visually clear that they are "out of range" or holding back. 2) I k

10 Replies 50,743 Views

Comparing different Sci-Fi universes is a pointless exercise. The ships are capable of doing what the writers intended, and few of these writers have anything close to even high school science by measure of the mistakes common in these genres. if one were to suspend disbelief though, then you must consider the following as well: - the fact that a "battleship" has a weak point (unarmoured opening) as blatant as launch bays, hangar decks, etc, implies that they ha

40 Replies 79,006 Views

Are there any good pages that describes how combat actually works? I have also not been able to make much sense of the combat logs, nor do I understand how things like speed/evasion/hullsize factor into the calculations. Also, when a ship with 20 beam modules fires, does it count as 20 shots or one shot? Does anyone have any actual information on how the ship roles actually work? It appears that ships with "defensive" roles will not enter combat at all until all

10 Replies 50,743 Views

[quote who="Suomi Sotilashenkilo" reply="2" id="3568742"] They did just say that they didn't want to have planets sponsoring multiple shipyards because of the potential issues they could have from it on the last dev stream, unfortunately for that idea. [/quote] It seemed that Paul said they wouldn't know how to divide the manufacturing between the shipyards. I accept that they vetoed the idea, although I don't personally see how it can't be solved by having

3 Replies 5,129 Views

Hi All. I do appreciate the improvement to the tooltips in 1.1, but I do think that the planet governance screens could do a LOT better job at presenting the information and controls to players (especially new players). There are some fundamental weaknesses in the current UI screen layout, regardless of that it is very neat and pretty. How many times have you seen a newb say something like "Why should I worry about population. I will just build factories". This type of

6 Replies 36,685 Views

There is no point in taking 40 turns to build 40 small/medium or even large ships. As it is, with carriers, it is always better to build a carrier than a tiny/small ship, but that still leaves medium/large hulls out in the cold. A simple solution is to have a planet be able to sponsor multiple shipyards. So a planet with 1000+ production can easily support four or five shipyards, with sliders to adjust what percentage of manufacturing is diverted to each shipyard. Thus you might have

3 Replies 5,129 Views

Hi, it could be a combination of things. Your design might depend for e.g. on a hyperion shrinker with X amount of bonuses. it's caught me a few times when I have demolished one of my hyperion buildings to rebuild them in a better location and half my ship designs disappeared till it was rebuilt. Other options are you might have designed it with a tech you traded for, or a component (resource) you have run out of. The ship should still be visible in the desi

3 Replies 7,301 Views

[quote who="the_only_normal_1" reply="21" id="3568164"] .... [starbases auto-upgrade over time with tech] [/quote] I vote no on this. I prefer making a strategic decision on which upgrades i want on which starbases, depending what they are mining, where they are located, which planets they are supporting, and and their proximity to vulnerable borders. This is also necessary given that it is inevitable that SB maintenance will be increased

40 Replies 68,476 Views

[quote who="Gauntlet03" reply="15" id="3567946"]I would have constructor ships be like workers in a RTS game, they build starbases and ship yards, using military funds (slowing all shipyards equally) but when completed, they are not destroyed/consumed and can be assigned to a new project. Constant upgrades means building a Constructor ship per Starbase and assigning it to it. Still induces SOME spam, but not nearly to the current extent, and actually makes the ship itself meaningful. Of cours

40 Replies 68,476 Views

Summary of workable interface ideas ... 1. request a specific constructor from a specific starbase 2. queue upgrades at the starbase, then auto-implement as "construction points" arrive on the constructors. This will eliminate guesswork as to what I wanted when the starbase window pops up, The last issue then is the monitoring of progress ... would we just get a notice that the upgrade has happened, or can we manually check the queue on the starbase? Bec

40 Replies 68,476 Views

A combination of the above ideas could be abstracted as follows: - Drop the whole request constructor thing altogether - When you build a component at a SB, give the user a list of shipyards (by distance) to "build" the component - the component is queued at the shipyard, and added directly to the starbase on completion - the cost of the component is inflated by distance from the shipyard - optionally, the cost of the components c

40 Replies 68,476 Views

I haven't seen anybody in this discussion address the ROLES of the ships they use. In my (limited) experience, having a combination of high-damage ships in your fleet set to either interceptor or guardian works very well against AI fighters, which prioritise your escorts/capitals/assualt ships first. The weakness to me appears to be rather that the AI under-uses carriers itself, and doesn't counter them properly at all. I can see the logistics issue

71 Replies 232,333 Views