Nasarog Nasarog

Minaturization bug

Minaturization bug

Can SD please fix this in 1.3.


Can something be done to correct this error because it is very annoying.


Thank you.
34,962 views 32 replies
Reply #26 Top
Weapons, at least, shouldn't have any size relevancy ... that's just assinine, actually ... a small ship shouldn't be allowed to have more weapons to fit in a smaller space that do the same damage as a large ship's weapons ... no reason for a huge ship's Laser I to be larger than a small ship's ... that's rather the point of huge ships, in fact, to pack on more weapons and armor ... armor I could see some value ... the bigger the ship, the more armor you need to achieve the same level of protection, same with engines for propulsion ... but they do need to fix that rounding error that gives you effectively less room for equipment after researching miniaturization.
Reply #27 Top
Oh by the way. I did buy the expansion to Civ4, "Warlords" And I played it for about 2 hours and then basically said, "That's nice." And ever since then I have been playing Galciv2.
Reply #28 Top
I'll give you £7.50 + shipping for it - my brother quite likes Civ4 (my copy has been at his house since about 3 weeks after I bought it... he might as well have the expansion pack too!)
Reply #29 Top
Will a moderator or someone who actualy wrote the code please explain to me why the missile weapon "black hole generator" takes up 11 size on a tiny hull (can put 1 on at top mini tech researched and have room for other stuff) and a 14 size on a huge hull, or is it a larg hull. Anyway it does the same amount of damage and costs the same but takes up more space on a bigger hull. I would really like to know how that makes sense. All other components are basically the same also. The size of the component increases as the ship increases. It might make sense if you change the mini techs name to "tiny ship miniturization" It really doesn't help with making more components fit unless you build tiny ships. At least that's the way it appears to me.
Reply #30 Top
Yes it would require a code change. I've talked with Cari about it but it's not on the list for 1.3 yet to my knowledge.

That's sad. I would really like to see that.
Reply #31 Top
Did I read the table wrong? If I did then please explain it to me because I don't see the sense in this. I realy don't understand. I'm not trying to be a flamming fool. Thanks.


The first column is the amount of Miniturization gained at each level of tech. The second and third columns are the total amount of hull size taken by a single Sensor I or Sensor IV. When that % rises it means that the hull has gained enough space that the sizemod made the componennt 'grow'. And when that happens, the net available space on the hull has decreased. For Sensor I, going from the second to third to fourth levels of miniturization in this example with the EXACT SAME SHIP DESIGN, you go from having 2 spaces free, to 1, to none at all. With the smaller sizemod on Sensors IV, the swing is enough to actually affect the number of sensors you can fit--meaning some designs could become unbuildable after advancing your mini skill due to 'too little miniturization'.

The problem is not with rounding. If things were rounded instead of being truncated, it would just change the amounts of miniturization skill that cause bumps in the graph. The only way to 'fix' the problem is to change sizemods to be based on the bse hull size and ignore miniturization. Then while components would still vary in size from hull to hull, they'd always be the same size on a particular size hull no matter what miniturization you had.

FYI, the reason miniturization works by increasing the hull size instead of decreasing components is because rounding would make it useless in the latter case. But that is not a problem, the problem is simply that sizemods are affected by miniturization. If they weren't, you would indeed always gain the proper amount of space on your designs--making miniturization much more powerful than it is now.

Will a moderator or someone who actualy wrote the code please explain to me why the missile weapon "black hole generator" takes up 11 size on a tiny hull (can put 1 on at top mini tech researched and have room for other stuff) and a 14 size on a huge hull, or is it a larg hull.


Game balance. Making components larger on large hulls is the job of the sizemods mentioned frequently in this thread. Each component has a base fixed size, plus the sizemod, which is a certain % of the hull's capacity. You may believe that certain components should not have sizemods, but the devs have given them to the ones they have for balance purposes. It was their descision that the primary function of larger ships should not be vastly greater firepower, but an ability to take and absorb more damage (more HP, more room for defenses). And designing ships toward that end alone makes them nearly invincible to smaller ships, which have little/no room for defense and insufficent firepower to punch through the capitol ships' defenses.

Simply stated: which components have sizemods and how large the sizemods are has nothing at all to do with what might be more realistic. They are purely designed for game balance.
Reply #32 Top
Looks like it is fixed.


Hooray.