Veblen

Veblen

Joined Member # 2421840
21 Posts 144 Replies 5,148 Reputation

I've totally become disenchanted with GalCiv2. I do not like AIs that obviously cheat - such as when you spot 8 suns with awesome potential and then within 3 rounds, a single civ owns them all with colony ships that move 8 times faster than anything you can build. If this is the nature of your complaint, it really seems to me that the problem may be

20 Replies 10,652 Views

Kanaric, if I knew the formulae for how much experience a ship gains for a given battle and how much hitpoints are gained for a given amount of experience, I could incorporate these into my simulator. This would let me accurately model this behavior. Then, when trying to computationlly find something like the ideal balance between weapons and defenses, I could include the hitpoints gained as one of the spoils of victory. This would place a higher value on ships with high survivability, and would

6 Replies 4,376 Views

That's a clear (and ridiculously well formatted! ) description of how to calculate average damage... nice. It inspired me to throw together a few tables showing the formula for attack and defense values up to 30. Mean damage Increase in mean damage for an additional unit of Attack Decrease

9 Replies 6,156 Views

It's not just about the number of orifices but quality of orifices, as anyone who's been around the galaxy a couple of times can tell you. I look forward to your developments in this area--it's largely uncharted territory. If I can remember, the "original manuscripts" on which the plot was based were curiously silent on the subject of orifices. Well, the publicly released manuscripts, at least.

16 Replies 25,775 Views

Re: #26 Ship 1: Small hull, Warp Drive IV, 4 Phasors, 4 Barriers II, cost 473 Ship 2: Small hull, Warp Drive IV, 6 Phasors, 1 Barriers II, cost 373 Ship 3: Huge hull, Warp Drive IV, 8 Phasors, 8 Barriers II, cost 978 Ship 4: Huge hull, Warp Drive IV, 12 Phasors, 1 Barriers II, cost 718 Incidentally, there's something weird with these: at 155 miniaturization (all miniaturzation techs, two Shrinkers, and Yor racial bonus), I get a (used space / max space) for S

33 Replies 17,673 Views

Yeah. I think that's an open, and interesting, question. Facelessclock summed it up well in the OP... Defenses are effective but expensive, and it looks like they're not worth getting for a big part of the game. It can be frustrating to try to talk it through on forums because so often people end up talking about different things. Shields will feel a certain way to a player who enjoys leisurely game, takes the time to develop his or her empire, and goes to war wth a solid tech and pro

111 Replies 42,564 Views

Sure thing Richrf--see comment #16 According to that run, in the simultaneous-firing system coming with 1.2, a fleet of 10 ships each A:(20-0-0) D:(0-0-0) will be evenly matched against a fleet of 10 ship each A:(10-0-0) D:(10-0-0). This doesn't look at cost, though; I expect the 20-attack ships would be cheaper. I have some new routines in the pipeline to analyze the value lost (shi

33 Replies 17,673 Views

Ok, here's what I've been able to do regarding mikeswi's Dread Lord question: So that's 7 fighters with 4 beam attack, 2 missile defense, 11HP (with xinathium hull plating) Against a DL frigate with 22HP 189 Missile attack One thing I can tell you right here is that missile defense is not going to be worth it here, in either system. T

33 Replies 17,673 Views

This all leads to the conclusion that if you're going to put defenses on your ships, that you'd better be sure that they are adequate for the fleets they will be encountering, (and you'll probably need a somewhat decent tech lead to pull that off) Yeah, I that that's right. In the C vs D test, each fleet takes about the same research, but the stats o

33 Replies 17,673 Views

Control Fleet: 10 ships, each 10 hitpoints, 10 beam attack, 10 beam defense Test Fleet n : 10 ships, each 10 hitpoints, n beam attack for n from 10 to 30 For each of the 21 Test fleets, three simulations are run: Data set 1: 2000 iterations of the Test fleet attacking the Control fleet (sequential firing), Data set 2: 2000 iterations of the Control fleet attacking the Test fleet (sequential), Data set 3: 2000 iterations o

33 Replies 17,673 Views

mikeswi wrote: Can you run one based on fighting with Dread Lords? That's the one that has me worried, because of the massive weaponry they have. Cover the hull in as much ultimate invulnerability as you like and their 10 doom rays are still gonna reach in and tear the guts out of your battleship. I dug a little and I don't have stats for a typ

33 Replies 17,673 Views

Oh, just read your reply. The hazards of chatting on forums. Well, if you're here reading this, if you want to see something in my next run I'm going to start setting it up in the next 15 minutes, so speak up and I'll try to accomodate

33 Replies 17,673 Views

A very informative post and with some interesting conclusions to boot. I was a little surprised to see that defence actually gets better with simultaneous firing (after all, if you're guaranteed a shot, survival is less important). It would also mean I was dead wrong on my assumption then. Yeah, that was the post that got me thinking about this. I w

33 Replies 17,673 Views

At the risk of insulting you with an extremely simple response: Never! 1. Approximately 20% of the tech tree deals with defense. By your analysis, this now means something to gameplay. It looks

33 Replies 17,673 Views

Fleet C = 5 ships with Medium hull, 1 Warp Drive V, 7 Disruptors, miniaturization bonus 70% 16 hp, 49 beam attack, hull size 63/64, cost 545 Fleet D = 5 ships with Medium hull, 1 Warp Drive V, 5 Phasors VII, 4 Barriers III, miniaturization bonus 70% 16 hp, 25 beam attack, 12 beam defense, hull size 63/64, cost 580 Research point investment: rpi(Disruptors) = 22450, rpi(Phasors VII) = 18450, rpi(Barriers III) = 5775, so the ships in Fleet D cost a little

33 Replies 17,673 Views

Question: How will the simultaneous-firing system for combat (announced for 1.2) affect the ideal balance between weapons and armor? This post attempts to answer this quantitatively using my combat simulator. I've started by writing a new version of the simulateCombat function that implements the simultaneous firing. To show you the difference, I've uploaded two graphs. Here's how to read them: Combat is simulated a number of times (10000 here), and the "result" of eac

33 Replies 17,673 Views

There are a few things you can't do as your treasury gets near and drops below 0 bc, and the behavior isn't consistent across different kinds of actions: Building starbases and paying starbase module fees: can't do it if it drops bc below zero. Paying for non-default invasion techniques: I think you can? Paying 2500 or 10000 to pick an ethical alignment: you can, AND if your bc is below zero it will set it to zero. That is, if you're leaning towards good, have 11

11 Replies 4,317 Views