You can only have border only if you are able to defend it. Suggestion: Currently you can set your fleet into sentry or guard mode. How about an option to set your fleet to a patrol mode, which enables your fleet to control an area of a few parsecs radius (for example: square root of the fleet maximum speed). Neutral unarmed ships can pass thru the zone of control. Armed ships (and contructors) has fight the patrolling fleet if they want to enter the ZOC. Otherwise, they have to go ar
triopus
When all AIs are geniuses or above on their difficulty/intelligence level, oh my they send in forces that have combined all weapons pretty nicely. Typically, Guns: 10, Missle: 6, Laser: 8, and some kind of defenses, earlier in the game. With lots of logistics, they later added more. The only reason I live is by....you
100% spending plus 100% research slider should equal 100% spending on research. My question does going back to each planet then pushing priority to research do anything to that 100%. No, it stays at 100%. Because you don't have any military or social production point to convert to technology point.</
One of the issues that is cropping up for me now that I'm playing on bigger maps is that fleet management (even with waypoints) is really tedious. Especially when you have 50+ planets all pumping out ships (again, I find this even when using waypoints for the planets). The nicest feature in MoO3 with regards to fleet
It could be workable, but the simplest solution, that is scraping the free movement system, would work even better. I don't necessary disagree with you, but scraping the free movement system would make it a totally different game (i.e. not GalCiv). <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class="mb-Body-Quote-Tab
The biggest problem of adding tactical combat to GalCiv2 type game is the free movement system. There are too many units running around on the strategic map. And since the battle can occur at any point in space, this would result in a lot of tactical battles in a single turn. It is not fun to fight 20 small tactical battles each single turn. A possible solution is to have a system similar to Age of Wonder, where you would position your force
Question about defense (yes, I'm topic stealing). If I have 5 shields and 5 armor, what is my defense against missles? Is it square root of 10 (total) or of 5 (my highest)? I think it is sqrt(5) + sqrt(5) = 4.47 round down to 4
The current system works OK. I just have a few gripes with it: 1. For the early & mid game, the Military bonus is essentially worthless because of the low Attack/Defense value, since the bonus got round down to zero anyway (e.g. 6 Attack + 15% Attack bonus = 6.9 round down to 6). I think all Attack/Defense/Hit Point value should be scaled up by the factor of 10 or 100 for the fractional Military bonus to matter. The unmatched defense calculation would have to be adjusted to compensat
Not quite true. The attack value is a roll between your maximum value- defense (effective) - square root defense (weak)- square root defense (weak) Ok, I forgot about the square root defense, which makes the mismatched defense weaker as we scale up the value. For mismatched defense, it is
I would like to see all Attack, Defense & Hit Point value in the game scale up by a factor of 10 or 100 so that all those 1% & 2% Military bonus can make a difference. Otherwise, these bonus just got round down to nothing. For example, in the early game I mine a military resource for 15% Military bonus, which is useless unless I got ship with Attack or Defense rating of at least 7. (i.e. 6 + 15% = 6.9 round down to 6). <a href="ht
Because of the rounding down, fractional Attack/Defense bonus is not very useful in the early game where you only have low Attack/Defense ships. For example, early in the game, I mine one military resource that gives my civilization 15% Attack/Defense bonus. It is useless for my tiny, small & medium ships with less than 7 Attack/Defense value. Suggestion 1: Increase all Attack, Defense and Hit Point value in the game by a factor of 10.<br/
Currently, we have one global slider for both factory & lab spending. Then we have to distribute this money between military, social and research using a three connecting sliders. I find this system a little bit awkward and doesn't allow me to do thing like maximize my research while reducing my industrial spending to meet budget constrain or vice versa. With the current system, I don't know what percentage to set the research slider to optimize for both my research worlds and my industrial worl
I would like to see separate spend rate sliders for industrial and research. The industrial spending can split between military and social with a second slider. Advantages: 1. Simpler UI with three sliders instead of the current four. 2. You would have more control over your budget. Why combine industrial & research spending and then reallocate them with three awkward sliders.