Petri Kokko

Petri Kokko

Joined Member # 2889572
0 Posts 1 Replies 372 Reputation

Didn't opt-in so can't view the XML's myself. Is it possible to mod the governors to use wheel distributions that actually make sense for specialized worlds i.e. 100-0-0? If the governor can be modded to give a factory's worth of manufacturing you could actually have a setup that would also work for the AI...

7 Replies 8,387 Views

You could also just decrease the amount of stars in the maps to ultra-low values. In MapSizeDefs.xml simply change the value of for all map-sizes. For example, divide them by 5 and the maps "shift" downwards in amount of stuff while still keeping their size in hexes, which should reduce the work load of the game significantly while still giving you the feel of bigger maps.

7 Replies 46,728 Views

[quote] When fleets merge they now attempt to take on whatever move directive is currently issued from the incoming fleet. [/quote] Did they also fix the related bug that causes the name of the fleet to change when you add ships to it or is that still there? If they are anyway modifying the join mechanics of fleets they ought to fix this, too, to save some overhead work...

92 Replies 116,742 Views

Yes, I think it was last Friday's dev stream where they talked about the coming versions v1.3, v1.4, and v1.5. Should be available in YouTube. Do we have a dev stream today? GalCiv should be on Fridays but haven't seen a post about it. If there is a dev stream today and you are interested in the roadmap maybe you should join the live stream and ask about it in the chat?

24 Replies 66,930 Views

Mate, relax, it was just a minor hot-fix: 1.2.0 -> 1.2.1. :) These kind of patches just fix some bugs that can be resolved in a limited amount of time. The v1.3 is coming soon with UI improvements, then v1.4 with AI stuff and then v1.5 containing something-or-other-that-I-can't-remember but the point is that they *do* have a road-map planned and it's progressing. I'm sure they'll get there. So, patience, patience. :)

24 Replies 66,930 Views

Yes, the setting of the path immediately executes the move for that turn. Treat it as a manual move, if you like. :) The next moves after that are all executed at the end of the turn after you hit the turn button but before the next turn starts. However, the eventual result is the same regardless whether you move your ship manually or using the path automation. Count the turns it takes to reach the same destination result. Suppose you are moving a 4 mp ship to a destination 12 hexes a

8 Replies 47,969 Views

I vaguely remember that in the old MoO2 or MoO3 you had PD as a mount modification option for all weapon types. Maybe a similar arrangement would work here, too? Not as mount modifications as such don't exist in GC but the PD components could be tied to the same tech i.e. as you research the different weapons you get both a standard and a PD variant of that weapon: point-defense lasers, metal storm rail guns, anti-missile missiles etc. Technically they would just be your defense booster c

18 Replies 17,860 Views

A ship has a set amount of movement points per turn. If you use them manually the ship can't move until next turn regardless of whether you set the ship on autopilot or not. IOW ships with preset paths move [i]at the end of the turn[/i]. You can notice this by choosing a ship set on a preset path and see that it has all of its movement points of that turn still left which, of course, allows you to take control of it and move it manually at that same turn. I think this is quite a logical a

8 Replies 47,969 Views

[quote who="naselus" reply="7" id="3584000"] Since ships only target one enemy ship per volley, very high damage-per-shot weapons can waste large amounts of DPS on small targets [/quote] Uhm... And I completely forgot that. :) You are, of course, right. The "only one target per round" rule has a big effect. The base game should capitalize that and create system combinations that give you qualitatively different choices. Your solution sounds actually more inte

18 Replies 17,860 Views

[quote quoting="post"] I'm looking at the XML file now and it uses "BestDefense". Is there a way to make it so it comes up with one for best shield defense, one for best armor defense and one for best point defense? [/quote] Yes, simply use values "Shields", "PointDefense", and "Armor". For example, a BluePrint with: Shields PointDefense

2 Replies 10,908 Views

[quote who="lyssailcor" reply="84" id="3583893"] until I read this thread I never used the production wheel at all). no clue how such a game where it takes tens of turns to research a single tech can be won [/quote] Techs shouldn't take tens of turns... Specialize with the planetary wheel some of your worlds into research planets and build up their population as well as make multiple research buildings, preferably in hub-like formations. You can get tons of researc

106 Replies 462,886 Views

The problem of getting "different" weapons instead of "more" is that in the current combat system they all boil down to average damage/sec. The only moving part in addition to damage is the range and that is not used to its fullest as a differentiator. All other weapon modifiers ultimately just modify the average damage/sec value. Assuming no major changes to how combat works are going to be introduced, it's still possible to get a bigger qualitative difference between the w

18 Replies 17,860 Views

There must be now a misunderstanding. I genuinely don't understand why you'd think that offensive. Certainly didn't mean to do that. In no way did I imply that people are "whining" or anything else like that. My point was that they are simply doing the [i]wrong[/i] jobs. Replacing simple low-skill physical jobs with automation is a good thing if we have the technology to do it. It's better for the workers, the business owners, and the society in general. Also, outsourc

15 Replies 83,952 Views

Be it as it may it's at most a temporary problem. Physical warehouse jobs are definitely those jobs that should be replaced by automation. Regardless of how good and jovial the boss is. There simply isn't any reason why a human should do it. Other than him costing less than the robots, that is. Currently. Which is just a matter of time. The automation itself is an easy problem.

15 Replies 83,952 Views

Puppet system would probably mean major changes to the game. Light-weight variants on the level of "planet spawns a new minor civ that immediately makes an alliance treaty with you" might be possible, though. One thing that I'd like to add to attacking planets is the possibility of orbital bombardment by ships. Not as an abstract invasion tactic choice but an actual strike with ships targeting planetary buildings and population. Keep the "only transports can conquer a planet" rule

7 Replies 8,116 Views

[quote]There's a couple of nice UI improvements for 1.3[/quote] Ship list shows fleets. Improved waypoints. More filters in lists. Small things, but nice. Sadly, no solution to the starbase upgrade hell. On the bright side the reason given for that was they are revamping the starbase upgrade system entirely so takes some time. Plus, did Paul say he'd look into the "non-moddable resources" (even though your question suffered from the "broken phone" effect...)? T

22 Replies 30,679 Views

[quote]what if it also gave you the option for them to surrender or be conquered.[/quote] Isn't the information warfare option exactly this? Basically, you are persuading them to surrender and the result is very lightweight damage...

7 Replies 8,116 Views

Or you can simply keep the planets you want and can keep and then destroy the rest denying them to the enemy... Selling, of course, gets rid of them, too, but usually your coffers are already overflowing so destroying gives better value. Well, techs are nice, of course, if they have anything available.

4 Replies 6,784 Views

[quote who="Franco fx"]The workshop seems to strips all the special/miscellaneous parts[/quote] Wonder why they did it that way? Wouldn't it make more business sense to allow extra parts to be uploaded but not showing them if the downloader hasn't got the parts? Stripping extra parts gives the [i]uploader[/i] an incentive to only use the standard parts whereas showing only purchased parts gives the [i]downloader[/i] an incentinve to purchase the DLC...

6 Replies 25,864 Views