"You’ll probably be happy to note that the Fleet Supply Cap is quite generous, and it scales with map size, so you’re never feeling like you’ve got this huge space to fight over and only a relative handful of ships to do so (a problem I personally had with Simtex’s Master of Orion II in the early game particularly, an otherwise outstanding space 4X game). We’ve added some Planetary Improvements and Techs that increase Fleet Supply even more, and if you’
Dearmad
This isn't fixed? Um... is 3.0 gonna handle this?
This sounds like more than just tech selection is your problem. Your economy stinks, your manufacturing has some fundamental problem going on- idk what it is, and you diplomacied your way somehow into being hated... You said it yourself, but git gud might really apply here.
I just wanted to update that in fairness, part of the "horribleness" in combat appears to have been from a major bug or flaw in the design of defenses which 0.92 has changed for the better. The tactical feel potential to combat has returned a little bit, and has me hopeful. I don't think combat has to be complicated and *should* be tied to the strategic layer (by resources like it is) so I'm not looking for suddenly Black Box patched Stardrive style combat or anything.
It seems the devs did really pretty much nothing in the 3 or so years of time they had to truly focus on this aspect of the game once gc3 was much complete and providing good user feedback. It's really sad. Combat has gotten actually worse and less enjoyable. Wow. I would not have predicted this.
Idgaf what method they use to expose the data. So long as it is exposed and organized to be modded efficiently. XML works a dream in Rimworld along with C coding for new functionality.
I'm in favor of this as long as they add a special executive order to each race- that is a cool idea!
If Stardock is smart, they will, like Tynan did with Rimworld, expose as much of this as possible to XML and allow us to mod the living daylights out of it. that would make me very happy. Edit: I know we can right now (GC3), but just keep it that way.
For me, the only suggestion I have pulls back focus a bit- keep the relatively rock/paper/scissors relationship- perhaps even simplify it and focus it. BUT two things: 1: TIE weapon types even more strongly to their particular resources required to build them. Only weaker versions require no special resources. 2: The counter defense for each weapon type is NOT tied to the same resource as it is now (Elerium for lasers/shields) but to another. Lasers and Armor (Anti Kin
Thank you very much both of you, I am genuinely interested in this. I've come to accept (and even appreciate and like) GC3 combat, so I'm not disappointed at all, but would love to see what creative improvements are coming about.
I absolutely agree: Neefing is NOT the answer- INCREASE the interest and power of the other races,. Nerfing means everything becomes bland and flatline... in other words: dead.
From 2019: https://steamcommunity.com/app/226860/discussions/1/1798529872650018441/ And other places, but that thread reminded me, Brad sought ideas. And... so far I'm not seeing anything other than a few under the hood changes which aren't changing much of the feel to combat yet for me. I've noticed: At range attacks on the strategy map using missiles or whatever. -shrug-</p
I've thought about this quite a bit too. It's overly complicated and headache inducing. My solution is: The ship "designer" does away completely with "size" categories being involved in anyway in the design of the ship's look. You simply design a ship shape putting your pieces together (not components that make it functional). During play you assign from your library of designed ships to whatever type of ship is required: probe, colony, bb, dd, carrier, etc., Whatever