While I'd certainly buy another expansion for GC2, we have to keep in mind that developing another expansion pushes off other Stardock projects, including GC3. Perhaps a good compromise solution is they FTP me all their source code and resources for free, then I can tweak things as I like.
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So this big STILL hasnt been fixed yet? WHats going on stardock? If you wont fix it then let us revert back to the old patch versions! It's likely the bug existed since DA was in beta, so going back to previous releases won't help. At least, people were complaining that off-type defences seemed a little powerful for some time.
You can mod the range a fair bit. The actual range computation has a lot of factors. There are a lot of bonuses and map-dependent minimum range values that you can't mod around. You can get a pretty good range system if you apply a racial range penalty, remove bonuses from range techs and make life-support modules larger. On a huge map though, even a ship with basically zero range will be able to fly from one system to the next.
Things I'd like to see: 1. Range as a significant factor. Very limited free range from techs, life-support modules that take up significant space. 2. Engines more as a space penalty than a cost penalty, because a cost penalty falls more heavily on smaller ships. 3. Starbase defences updated to reflect the new combat system. 4. Remove the 1-hitpoint rule. There is no need to force a survivor. 5. AI that is aggressive about taking planets. One that stoc
The one-constructor star base is still vulnerable, however. It would suck to have your super-duper fleet have to turn around and fly all the way home because some cheap fighter took out your base.
kryo, what's the game-balance reason for forcing a survivor? To me, if you build a ship that's all attack and no defence, it should be vulnerable to being taken out by cheaper ships. An eggshell wielding a sledgehammer is still an eggshell.
There are way too many techs, it would be impossible to make an AI that knows what each technology does, and their value. I'm not sure to what extent the AI 'understands' the gameplay effects of technologies, but adding an 'intrisic value' field to the technologies XML file could do a rough job of assigning value to technologies that don't go completely obsolete.
Wyndstar, I suspect you are correct about what is going on. Assuming that's the case, the solution may not be as easy as moving some brackets, however. The root issue is: when I apply 10 mass-driver damage to a ship with 100 shields, what should happen to it's defences in each category? The current answer seems to be: 100 - 10 = 90 shields left, the other two defences are each therefore sqrt(90). So hitting 100/0/0 with 0/10/0 changes it to 90/9/9. Of course, this makes off-ty
I've have noticed that you can sometimes get better deals by breaking a big deal up or trading for preceding techs in the way you mentioned. I think that you should be limited to making only a single deal in one session with the AI. That way the AI can evaluate the whole package, rather than be manipulated by 'now that *that* deal is done, here's a new one!'. I also agree that ideally it wouldn't automatically count prerequisite techs at zero, as some have an intrinsic value. One possib
Nope, there's no toggle for that one. Not even a chuckle? Tough crowd.
You must have turned off the conquest victory.
Assuming the AI's can't tell who the human is, why don't I see more trade offers from them? I don't remember ever getting a nice trade offer from an AI.
In the real world (anyone get a good chuckle from that?)a cop's body armor isn't going to do him much good against someone armed with a Taser, is it? I'm pretty sure it would, actually. A Taser relies on sending the current through your body. I'd expect that body armor or a heavy leather jacket or something similar would be pretty effective protection by insulating you. Of course, they could still Taser you
Events don't necessarily recur. If the game saves the random seed, then it's possible they would recur if you took exactly the same actions, but generally no.
In fact, looking at this, if defense is hard coded to roll (1 to value), it would always come up a 3 if you used all three defense even if the value of defense was correctly being reduced to 0. Which would stop all the lower weapons on the tech tree. It's a good theory, but the ship in question was using the penultimate mass-driver tech, so 0-9 damage in each shot. Also, the defending ship has only one type
Or maybe it is all just in our heads. Oh it's definitely not in our heads. In my test, a ship with 199 attack targets a ship that *should* only have 18 defense and can barely scratch it. It's like Rutherfords experiment: firing a 15-inch shell at a piece of tissue paper and having it come back and hit you.
I think that if you get two similar ships, one with 300 offense and 100 defence, and the other with 100 offense and 300 defence, the one with the bigger offense will always win. Assuming the combat system is working as designed, that's true. Both of those ships are going to have a hard time penetrating each other's shields. The more offensive ship in this case would expect to do slightly more than 3x as much damage, but it
A basic produces 4 IP (Industry Points). A basic asteroid mine can generate up to 5 IP, but more often 3 or 4 depending on distance. So a basic asteroid mine has about the same effect as a basic factory on that planet. An end-level factory generates 16 IP, while an asteroid mine that's one step down from the best will typically generate 18 or 19 IP. So a mid-level asteroid is somewhat better than the best factory (and doesn't cost maintenance). I've never researched it, but I'm
Well, your total fleet defence from your 4 ships was at least 1000, but that means that each of your 4 ships was only at least 250. That score of 250 is slightly borderline against 460-500ish attack. With some bad luck on your part they could hurt you significantly in that case. Though it would be very hard to kill one of your ships in a round. But if they were doing 20-30 damage a round to you and you were only managing about 10 points a round in response I could see you losing it. Still rather
Well, your total attack strength is basically irrelevant when going up against strong enough off-type defenses. I had a ship with 199 mass-driver attack that could barely manage to do 5 points of damage a round against a ship with no armor. Anyway, what are you doing at work with the flu? Considering the risk of infecting others, they should pay you to stay home.
Ok, so I read your followup post. The off-type defense bug would be enough that you wouldn't hurt them much, but I don't have any explanation of why their missiles would ignore your missile defenses. A fleet with 460 attack shouldn't have much chance of hurting a ship with more than about 250 missile defense, and I don't see that behaviour in my own game. My missile defenses against the Drengin worked as expected in the last post-patch game.
There is a bug in the game where 'off-type' defenses can be as strong or stronger than on-type defenses. So if you were attacking with mass-drivers against strong missile defences, it's possible you were hitting that bug and your mass-driver shots would not do much damage. On the flip side, if they were attacking you with missiles against your missile defenses, it's possible that they wore you down. If one of your single ships had say 300 defence against missiles, then it would take a *
I understand that I can place my spies on other civs structures to stop them but I don't see how I get the different levels of intelligence that someone mentioned up here. Each turn, every spy that you have deployed in an enemy empire give you a point towards the next espionage level for that empire. So if you have one spy deployed, it might take 8 turns to reach 'low'. If you drop 10 spies on him at once, you'll hit low on the first turn and med
What kind of priority does this have compared to some people having problems with crashes, slowdowns, etc? Are the devs aware that there is actually a problem here?
Yes. It's just a starting point so that you can build a base hull out of whatever blocks you want.