Fix the sizes of ship components
from
GalCiv2 Forums
A couple of issues to bring up.
1: When in the ship design screen, the sizes of ship components at the top of the screen do not match the sizes in the main tab folder? For example if you point at an impulse engine at the top of the screen, it indicates the size being a 9, yet if you select to add an impulse engine, its size is actually 18?
2: The earth colony ship has 2 colony modules on it, yet it can only hold 500 people. If you remove one or the other, the colony ship cannot hold any at all, even if one is shown on the ship. Then if you try to replace the one you removed, the system tells you that it is too large to fit. This is a bug I think.
3: The overall ship component size concept needs to be re-evaluated. Presently, the same engine or weapon design changes size depending on the hull you use it on. This I find confusing and illogical. After working so hard to get to the next hull size, you discover that the advantage is negated due to the increases in all component sizes. A laser is a laser, why should it change in size with the hull size? If it is a matter of reducing the advantage of larger hulls, then reduce the size of the hulls, but keep the size of weapons the same. After all, a larger hull should be able to hold more weapons and engines than a smaller one.
To reduce the immediate strategic advantage of larger hulls, I suggest adding a "power core" tech option to larger ships. this would allow a player the advantage of more hit points an a couple more weapons on bigger hulls right away, but the ships would require more powerfull power supplies to add more weapons or engines. Perhaps, a standard, nuclear and crystal matrix power sources could be added to the tech tree. Of course these power sources would not be cheap.
1: When in the ship design screen, the sizes of ship components at the top of the screen do not match the sizes in the main tab folder? For example if you point at an impulse engine at the top of the screen, it indicates the size being a 9, yet if you select to add an impulse engine, its size is actually 18?
2: The earth colony ship has 2 colony modules on it, yet it can only hold 500 people. If you remove one or the other, the colony ship cannot hold any at all, even if one is shown on the ship. Then if you try to replace the one you removed, the system tells you that it is too large to fit. This is a bug I think.
3: The overall ship component size concept needs to be re-evaluated. Presently, the same engine or weapon design changes size depending on the hull you use it on. This I find confusing and illogical. After working so hard to get to the next hull size, you discover that the advantage is negated due to the increases in all component sizes. A laser is a laser, why should it change in size with the hull size? If it is a matter of reducing the advantage of larger hulls, then reduce the size of the hulls, but keep the size of weapons the same. After all, a larger hull should be able to hold more weapons and engines than a smaller one.
To reduce the immediate strategic advantage of larger hulls, I suggest adding a "power core" tech option to larger ships. this would allow a player the advantage of more hit points an a couple more weapons on bigger hulls right away, but the ships would require more powerfull power supplies to add more weapons or engines. Perhaps, a standard, nuclear and crystal matrix power sources could be added to the tech tree. Of course these power sources would not be cheap.