Click the enemy fleet/ship. It shows you the beam/missile/kinetic and shield/pd/armor stats.
Petri Kokko
Have you tried the "One System Challenge"? Same principle as OCC in Civ with a few galciv technical modifications: Rules: - You can settle and use permanently only the worlds in your initial home system. - You can conquer or settle other planets but you must destroy them immediately after conquering or settling them. Exception: You are allowed to reconquer and keep your home system worlds should you lose them. - All victory conditions are available. - O
Just remember that the main point of the game, any game really, is to have fun. If you are having fun you are playing it "correctly". Regardless of your strategy, the lack of it, or your definition of fun. Nothing wrong in picking up tips for winning strategies, of course. Do keep in mind, though, that there are many ways to play this game and many definitions of what "winning" actually means for different people and it may vary from time to time. Even if a strategy is a sure
[quote]superiority of numbers (30 tiny hulls) over quality (5 frigates),[/quote] A single ship can target only one enemy ship at a time. That puts a bigger hull at a disadvantage against a swarm of smaller hulls as it renders most of its larger firepower useless. It must kill the smaller ships singly while they can attack en masse. This can be seen especially clearly with carriers where the swarm effect is made even more powerful by the extra logistics points you get from using the fi
Just a thought: Does the input field support copy&paste? What about ALT+64?
[quote]The single 'constraint' on warship design in GC3 is having to put all three defenses on every combat hull[/quote] Actually, you don't have to do that. This trick can be accomplished by combining capital and escort role ships into a fleet: - Design an attack ship that has no defenses. Leaving out defenses completely leaves you lots and lots of room for weapons, weapon augments, and other stuff you want your attack specialist to have. Set the role of this ship
I wouldn't worry too much about the 3D-feature messing up priorities. It probably was something that they could implement with a little effort or that already had some basic building blocks there, and since it "sounds cool" you may as well add it as a cherry topping for advertisement value... :) The main thing about v1.2 are the AI improvements and bug fixes. Plus the new parameters and options used in their implementation (and the event stuff) and thus available for new modding p
naselus: [quote]anyone on this forum would struggle to beat Brad if you both had to set out exactly how you're going to play from start to finish before you even launch the game[/quote] maniakos: [quote]when will we have reactive AI that takes into account[/quote] Actually, you may be onto something... What if the game designers in addition to their first revision of an "initial game AI" also offered a way for the gamers to [i]play the game through
Your mighty armada should include a fleet of fast constructors. Simply build a string of supply bases to the enemy moving your fleets along with the constructors. Because you only need a supply base at the end of the road to be able to operate there and to send reinforcements there, the starbases in between don't matter after you get your fleets across. If the enemy wants to blow them up it doesn't matter. Similarly, you only need one bridgehead to secure the operation so as l
[quote]If anything all Starbases and shipyards should have double or triple the values they have now.[/quote] Second that. Especially as the starbase military upgrades don't keep up with the power of ships and fleet sizes. The starbases become increasingly easier and easier to knock out so that a battle that should have some meaning is basically just mopping up. My proposal would be: - Modify the starbase building proximity rule so that a [i]military[/i] starbase c
I'd vote for the stockpile model, too. Actually, I'd even set it so that instead of using the accumulated resources to build the improvements you'd use the resources to feed those improvements. If the mining is at 1 durantium unit per 20 turns then make the durantium refinery consume 0.05 units/turn. That would keep it "1 durantium source per 1 refinery" but now there would be a separation of producing it and consuming it. If you run out the refinery shuts down and gives n
Very true. :) BTW is there a way to force a ship role for a given blueprint? There's the tag but it seems to not work, or at least it doesn't affect the role of the ship created from the blueprint.
[quote]want something completed that turn[/quote] I think the question we ought to be asking is not "what's the best UI solution to micro-manage the percentage split so we can complete builds in exactly 1 turn" but "why isn't the computer doing this for us?" Computers are quite good in doing mindless and repetitive calculations and tasks without getting bored. Make it do this stuff for me so I don't have to. If the planet is not connected to an active yard
[quote] Marigoldran's strategy is very effective, but also intensely dull to play. [/quote] Second that. That's a design flaw. A game, any game, shouldn't have a rule setup where you can beat the game with The One Optimal Strategy that overwhelmingly dominates all the other choices. If that strategy also happens to be dull and mindless, it makes it worse. After all, the main objective of a game is to have fun and that usually implies being faced with a challenge
Well, almost. The tag in the blueprint definition seems to have no effect. Or maybe it's purpose is something else? At least it doesn't set the role of the ship. Looking at how the role changes as the components get updated the automatic designer seems to just do its default calculation of threat, fortitude, and value and set the role by that. Is there any way to force the automatic designer to set a specific role?
Hadn't noticed that tag at all! Thank you! Now it works the way I intended... :)
Doesn't it use existing constructors, instead of ordering one built, if there happens to be one available that's not already traveling to a planned destination? So, maybe it was one that you had built earlier?
Yes, me too. Started happening with v1.12. No jammed games before that. Was the planned release date of v1.20 in August? That's not too far. Unless it's the end of the month...
Happened now a couple times with version 1.1.12: Game gets stuck at the end of turn when I have finished my movements and the turn button should activate. However, it doesn't. It continues to be labeled "Idle ship" but is grayed out and clicking it doesn't do anything. I can move around the map and the UI responds to mouse normally but the turn just won't end and because it's stuck in the "idle ship" grayed out I can't do anything about it... Maybe you should add a
Is this a bug or as-designed? Surely it must be a bug? I have a ShipBlueprint: LACMissileXBlueprint Tiny Interceptor MissileWeaponEnhanced <RequiredComponentTyp
[quote]Sure wish they make Pluto a planet again[/quote] Then we must make at least Eris a planet, too, and probably Haumea, Makemake, Ceres, 2007-OR-10, Sedna, and Quaoar as well. Plus the 10,000 or so other similar bodies that we haven't found yet but probably are there. Mind you, I am not against labeling them all planets. The current definition is a bit artificial and smacks of tendentiousness. It'd be more logical to just use a simpler definition and drop the orbit
[quote]Anyone know where these stats are in the xml?[/quote] They are in: StarBaseDefs.xml ShipyardDefs.xml It's defined as an additional flat bonus to the repair rate. The shipyard bonus is 3 and the starbase bonus is 5 giving you 1+3=4 and 1+5=6, respectively. I think the planetary repair rate just uses the shipyard bonus. At least I didn't find a separate stat for it.
A really clever AI would do behind-the-screens battle simulations between its max fleet and the player's max possible fleet, possibly also remembering real fleet setups the player is using or has used, to determine how many AI fleets, on average, it needs to beat the player fleet and then calculate how many such fleets the player would be able to manufacture in the time it needs to get its own fleets there. If the AI has enough to top that it's time to attack. But that's daydreami
[quote]you can see their techs during negotiations[/quote] Minor nitpick: Only if you have allowed tech trading. :)
Going back a couple pages, I figured out the minimum you need to do to add new ship blueprints without replacing the existing ones: - Create an [i]append[/i] file that contains just your new ship blueprints (e.g. Mod_ShipBlueprintDefs.xml). Refer to ShipBlueprintDefs.xml for examples. The blueprints in this file must have new unique InternalNames. Otherwise setup the component lists as you wish. Because the file is additional to the actual ShipBlueprintDefs.xml you don't have to w