[quote who="dppetey" reply="8" id="3850666"] There is absolutely no reason why the attacker should always get a point. [/quote] It does have some merits: It ensures you cannot build an "invincible fleet" that can just kill an opponent with impunity. Each combat has some HP attrition, which requires you either spend time to repair or swap out ships. It allows for quantity over quality to win. In the early game once defensive studies is researched, whi
Stalker0
[quote who="Publius of NV" reply="4" id="3850652"] The battle log has been like this ever since the change (during the beta) to make every attack do at least 1 damage. [/quote] Yeah but its doing it "wrong". Most of the time the battle log does it right. You roll your attack, I roll my defense. My defense is then lowered to 1 less than your attack if its equal or higher. Everything works. However, every so often the reverse seems to happen, and the attack is
This is a commander ship with a high offense and no special abilities (Arcean) but noted as a support ship. This means that in any fights with a fleet it will just hang back and not contribute any damage. This should be considered a capital ship so that it actually contributes.
Another idea is that elerium based lasers are much more powerful than their missile/durantium cousins. The idea being that regular lasers aren't that great, but focusing in speciality lasers is very powerful, which interacts with the rarity of elerium and give the lasers a niche.
I've mentioned in my indepth thread some concerns about the UI. For a more productive discussion, here are some the specifics. Apologies as this will be more of a stream of consciousness and not as well organized as some of my previous posts. This is for version 1.0 Currently the "rearrange" queues where I can slide buildings or units around to change their order is so cumbersome I actually consider it a bug. I will often have to redrag and drop 4,5,6 times before the s
Version: 1.0 Repeatability: Click on any of the core world to see the 200 cost. Then click on the capital, and note the 100 cost. File: https://drive.google.com/file/d/15V5srqt5HeFwnUJICMO0dGL6q74_6nGT/view?usp=sharing For the entertainment project (which levels up all my entertainment districts). The cost on most of my core world is 200 construction. Ho
In terms of weapon balance, Lasers seem the weakest right now. Kinetics have a very good and strong attack. The missile barrage can be useful to soften up a hard enemy (though the damage seems extremely variable, sometimes I kill a fleet with a barrage sometimes I do like 2 damage). Its also useful to kill a weak ship where you don't want to risk losing any HP. The issue with lasers is the cheaper cost is not useful enough. Considering I am already paying for other aspects of the ship
[quote who="Basilisk83" reply="24" id="3850158"] the more i think about it the more i'm not sure if the accuracy and dodge changes will work well. this will give all weapons a good chance of doing near max dmg every hit, with no chance for the opponent to actually dodge anything. it will always hit if accuracy and dodge work for ranges instead of actually hitting or dodging anything. to take out the dodge factor completely for smaller ships, and put everything on defense like that... wel
The double supply removal will certainly help, though I fear it will not be enough. The Mimot's ability is still incredibly powerful as long as it works on both economic and military ships together.
Just piling on that I'm having the same issue. If its "intended", I do think it should be readjusted, as its highly unintuitive that I can't put certain defense modules on a military starbase. I should be able to load that baby with guns!
I consider Galactic Challenges one of the best new features in GC IV. It has the potential to really solve some of the end game issues that often plague 4x games. However....its not there yet, and I want to dig in one which ones I think are working, and which ones are not. Not, I am only going to cover some of the challenges, because frankly I find that by turn ~200ish (when I'm starting to get bored and want to end the game), I pretty much always have access to these same challenges, and hav
[quote who="Stalker0" reply="19" id="3850210"] On the subject of citizens, how useful do people find population anyway? Right now, for me pop is really an indicator of how many colony and constructors I can make and how quickly. So growth to me is useful in the early game....however, I am not sure "pushing population" is really worth it. Pop can give nicer bonuses than the equivalent building (unless adjacency levels are high), but it takes a lot of work to get there. Housing
If I have colonies in the radius of my economic starbase, do they get the bonuses (which are then sent to the core world). Or is it only when the core world is in the radius is a multiplier given?
I feel like Ship Roles is a very cool feature of GC that is obliterated by its complexity. For one, its opaque, there is nowhere in game to find info about it, and only if you go to the Wiki can you unlock the mystery. Second....its very complicated. There are a lot of roles, they all fight and defend differently, and the interactions are so minute that I think the vast majority of players just ignore them. I think its time to look seriously at ship roles. I believe with simpl
On the subject of citizens, how useful do people find population anyway? Right now, for me pop is really an indicator of how many colony and constructors I can make and how quickly. So growth to me is useful in the early game....however, I am not sure "pushing population" is really worth it. Pop can give nicer bonuses than the equivalent building (unless adjacency levels are high), but it takes a lot of work to get there. Housing is expensive tile wise, growth takes a while once you h
[quote who="DerekPaxton" reply="17" id="3850194"]Interesting how devisive the idea of normalizing citizen stats by race would be. I do agree that making that change now would steal some of the depth and variation (even if that variation isn't communicated very well). It would probably make more sense to have have citizen traits that boost each of the stats and have the % chance of having that trait based on the race (so all Navigators are "Geniuses" but only 10% of humans are, 30% of Altarian
Version: 1.0 Perhaps not a true bug but definately undesired behavior. Currently when a planet has no usable tiles left, a good portion of possible special buildings are removed as options (weirdly not all options, a few do remain). This is not ideal because there are many cases where I would delete any existing tile to build special buildings...but I never even know I have the option.
Doing a bug check, how much promethion do you need to have before you start seeing a growth bonus for the Onyx Hive, and where would you see the bonus?
Note the battle log given below. Though the Drath ship has a meer 1 attack, it is generating 3,4,5 type attack numbers. Meanwhile my ship with a 4 attack never does more than 1 damage (a possibility, though pretty improbable given the number of attacks).
Also check me on something. When the system does the offense number, does it do it "per weapon type"? Example: I have a ship with 10 beam, 12 missile, and 20 kinetic. Each round, do I fire: 1 shot 1-10 damage 1 shot 1-12 damage 1 shot 1-20 damage. Also....if that's the case, does defense apply to each attack? (and would that mean you always do 3 min damage no matter what the defense rolls are, 1 damage per weapon type?)
[quote who="DerekPaxton" reply="6" id="3850084"] This is great feedback. I wonder if it's worth making all citizens of a specific race have the same stats? Humans are always 3 int/3 res/3 social/3 dil Drengin are always 2 int/5 res/1 social/4 dil Something like that so you care about making your drengin into a soldier, but not so much about looking through your humans to find the one with the highest resolve? [/quote] I think that'
I'm going to start a list of the areas I think have the greatest balance issues. This isn't necessary everything I think could use some tweaking, but its the stuff that most stands out to me right now. I will also include a few things that are just plain strange that need correcting. I will add to the list later as I consider other things. Would love to get counterfeedback from others who have played the game longer. Legend: OP = Overpowered, UP = Underpowered, * = weird, something is
Version: 1.0 Details: While possibly ok, it seems strange that such a high class planet has almost no stats. Especially since the description suggests it should have a large food amount. How to reproduce: Unknown Files: https://drive.google.com/file/d/1CS3np9SgIqYVOMpaQSkyFSMwORomlJd6/view?usp=sharing <img src="https://cdn.stardock.us/forums/35/57/3557745/f56d8c61-d9ef-4746-942a-34b3
So trying out all of the various races, and so far the Mimot to me have by far the strongest base traits. I wanted to give my notes and also see if other people have different views. The Mimot's ability to produce two ships for one is the greatest economic booster in the game. You can expand almost twice as fast, build constructor's twice as fast, get your trade up twice as fast. However, one of the big moves is using supply ships. By getting two supply ships for 1, they are able to g
One thing to add on the pile, while I like the sector concept I do think its severely hurt influence. As far as I can tell, influence does not transmit through the subspace node. You can take over your entire circle with influence, but your neighbor in the next sector doesn't feel a thing. I think that is a massive (and undesired) nerf to a core mechanic of the game. I would like to see some means of influence bleeding over into another sector once you have the means to travel there.