Ultimate edition Version 2.03: Auto upgrade ships too many weapons!

Hello folks,

 

Hope one of you can help me out with what I'm wondering is a simple coding issue.

 

In my TOA Ultimate Game the auto upgrades to attack/ defence ships add all highest value weapons possible to hull sizes making impossible ships to defend against (tiny ships with +60 gun attacks).

The ships have no engines because all the space is taken up by weapons. They have nothing but weapons.

But they can move, seem to have sensors etc...

 

Makes the game unbalanced and unplayable. Has anyone come across this issue? Is there a work-around or resolution?

 

Cheers,

 

 

 

4,117 views 2 replies
Reply #1 Top

There was a bug in TA prior to 2.x where the autodesigner didn't take miniaturization into account, but that should be fixed.

60 attack on a tiny isn't that monstrous near the end of the tech tree, and there are no single guns that give +60 attack, so that can't be what you're saying.

Ships don't require additional engine modules/sensor modules/etc to move, see other ships, and so on...the hull has basic values for these, and the racial stats of your civ further increase them.

If your complaint is that ships with all weapons have more firepower than ships that have engines, etc on them, keep in mind that engined ships generally have more flexibility due to their maneuverability.  However valid a complaint it may be, the game is not able to be that realistic.

If your complaint is that endgame all-weapon ships have no defense, that is unfortunately a part of the game's mechanics.  There are marginal counters to it, including the defense modules in TA, as well as swarms of tiny ships (as each gun can only target one ship per round), but by and large end-tree all-weapons is the way to go (although the cost is excessive).

Reply #2 Top

Thanks for the reply Sole Soul. I hear you about extreme stats being the logical conclusion to the game mechanics but does seem very unfortunate. No it wasn't close to end of tech tree and no it was not a single gun.

 

I can only express a general peeve not directed at you then.

 

If AI calculations naturally lead to maximising values for something like weapon and there is no negative factor of other modules that need to be taken into account this seems slightly farcical to me.

In smaller universes, why bother adding engines or life support at all if the AI does not have to? Doesn't it seem ridiculous to go to the trouble of adding engines or life support to a ship with the cost in money and size when they are unnecessary from the point of view of game mechanics?

IMHO this does not lead to plausible designing or balanced gameplay. Surely a simple equation of positive and negative values attached to these modules could have addressed this? I hope the developers take this sort of thing into account for any future Impulse space 4x games.

 

Cheers for getting back to me though...