Sirthrax

Sirthrax

Joined Last seen Member # 6672235
9 Posts 132 Replies 1,504 Reputation

[quote quoting="post"] I've been playing stardock games since 2004, Gal civ 4 is so broken as its super easy to cripple the AI early on with race bonus and commander ships. Mv is still so OP and the AI doesn't priorities it in any way, sure ill take a HP loss for extra movement. Lots of work to be done Stardock as i've found it just too easy to use the OP stats you give each race and commander ships to get a huge lead within 25 turns. The enemy AI is just so weak worst th

44 Replies 129,234 Views

[quote who="Yskonyn" reply="42" id="3842672"] I’d rather spend another year in beta to release as a wholesome game than pushing to release with lackluster combat, but a functioning strategic overall game. Just my opinion of course. [/quote] Stardock probably doesn't have the money for an entire system rework right now. It there is enough interest they might add an expansion that reworks combat entirely. If they can balance the ship sizes I'll b

48 Replies 211,362 Views

The biggest issue with balancing the targeting computer is that there isn't a number you can change until it roughly balances out. It either works or it doesn't. You could add a debuff to ships using the targeting computer assuming that with that modification huge ships can easily overwhelm smaller ships. That is a number you can balance. Based on some of the comments made by Stardock personnel a lot of people actually just use premade ships. More ship ship com

48 Replies 211,362 Views

"12 dmg for a 1 logistics ship does sound a little high" Not in GC3. That is an easy target. "maybe if the bonuses were more % based and less "base dmg" based then it would even things out a lot more" Very similar to what I'm advocating for, just focusing on defenses rather than hit points, or damage. I think we're on the same page. It's really a question of how to balance large and small ships. That's more up to the developers because they know

48 Replies 211,362 Views

Taslios, Targeting N ships could be a solution. The only problem I can see is that it may be a lot more difficult to balance and code into the game. When you add a feature like that there can be unintended consequences that shift the power dynamic. Because it would be much more difficult to balance I'd go with damage reduction where you can adjust a few numbers to reach a more fair fight. Basilisk83, When you say, "give bigger ships better defenses" a

48 Replies 211,362 Views

The problem that I would like to highlight is that in GC3 and currently in GC4 the combat system is very skewed towards a swarm of tiny ships. This is caused by the fact that a ship can only target one ship at a time. If a huge ship has 6 powerful lasers, it can still only fire at one ship before recharging. If it is fighting a swarm it can only take down one ship at a time which is far to slow and it is often annihilated in two volley's from the swa

48 Replies 211,362 Views

I get that my system would be complex and would probably need to be added in an expansion. You're right that your system could probably be ignored by more casual players who don't want to dive into the mechanics and find the best fleet. Hopefully more the intelligent A.I. will have better ship building skills (or use player made ones submitted to stardock) rather than massive bonus's to it's research and manufacturing. To restate what you laid out on the last couple posts

27 Replies 97,712 Views

I thought I'd add a few comments to what you're describing. -Missiles have longest range and do more dmg, lasers med range, kinetic short range. I was under the impression this was the case in GC3. Regardless, this makes sense as long as it is balanced right. -Point defense gives a % chance to destroy missiles and negate dmg I actually agree with this, it makes point defenses feel like an actual point defense system.

27 Replies 97,712 Views

To clarify, I actually do love tactical combat in other games. I just think the amount of effort required on Stardock's part to add it into GC4 and make it good would be too much. Logistical combat makes a lot more sense in the space warfare setting as well as in the game that has already been built. My idea above is as minimal as I can get it, and it would still take a huge effort to add it in and then balance all of the ship roles out. Combat may have to wait for a

48 Replies 211,362 Views

Frogboy, Thanks for listening to our input on the Battle viewer! I design most of my ships during play throughs and much of my story telling with Gal Civ focuses on how these ship lines are developed and why they exist. Example: I developed the Longbow Cruiser that had a longer ship range to fight a war on the other side of the galaxy. It was so far away that I had to deploy two additional star bases to get there. <img src="https://cdn.stard

48 Replies 211,362 Views

I hope they do give us the whole range of the previous GC3 ship builder. You're right, we are missing some of the level of detail that we could add in the last game.

8 Replies 52,130 Views

It's still in there. Clicking the "+" sign will take you to the ship builder. Parts are somewhat limited by your race currently, but that will probably change when the full release comes out.

8 Replies 52,130 Views

I had some thoughts for large and huge hulls. Large Hull Role: Battleship - Large increase in damage to medium hulls, increase in damage to large hulls, slight increase in damage to huge hulls. Targets: Medium>Large>Huge>Small>Tiny Battle Cruiser - Large increase in damage to small hulls, slight increase in damage to tiny hulls. Slight increase to fire rate. Targets: Small>Tiny>Medium>Large>

2 Replies 10,382 Views

Module suggestions: Precursor accelerator - common - Increases kinetic weapon fire rate. Precursor Energy Regulator - uncommon - Beam weapons on this ship deal a percentage of its damage directly to the hull.

15 Replies 112,323 Views

I like game design and probably should've gone into it. I like games that tell stories and the Gal Civ series has done a great job at that. 100% of my experience is with Gal Civ 3, but I will have to go try Gal Civ 2 someday because I've heard so many great things about it. Something that frustrated me in GC3 was that I found it difficult to mix different hull types and my most cohesive fleets were made up of one ship type with maybe a support ship in the mix.&

2 Replies 10,382 Views

Just keep in mind that work on one thing means less work elsewhere. I guess my question is what do we gain by losing the battle viewer? How much work does this aspect occupy? GalCiv IV has a lot to offer. I think a lot of great work has been done on the explore, expand, and exploit parts of the new game. My favorite part of GalCiv is the conflicts b

4 Replies 9,241 Views

I got a chance to observe the battles currently in 0.60. You have to zoom in on the fleet before you start a battle. I can't say I like the change if this the final product. These 0.60 battles aren't worth watching in my opinion. I'd much rather have the battle viewer as it was in GC III. The new graphics for the ships are so good and it's a shame if we'll never get to see them zip around one another firing lasers, bullets, and missiles.

94 Replies 585,261 Views

My problem with the idea of the zoom in function is that battles that don't take place on the players turn could be missed. When it comes to GC III's battle viewer their where a couple things that frustrated me. 1. Endless pop ups for battles of no real consequence. I hated unlocking the tech that gives +3 fighters to each planet. The A.I. struggled to understand what was going on and every turn would be filled with 5-10 pop-ups of the A.I. destroying t

94 Replies 585,261 Views

I like the battle viewer. I think an option to toggle it on and off to avoid the smaller less relevant battles would be helpful, but I enjoyed watching two large fleets battle it out. It also help me understand how ship roles affected the starting placement and ship targeting. It's also enjoyable to watch battles that are rated uncertain as there is some tension watching the fight. I design a lot of my own ships and enjoy watching them clash against enemy fleets.&nbs

94 Replies 585,261 Views

I've mentioned before that the ship designer is one of my favorite parts of the Gal Civ series. The part selection is enormous and there have been a lot of cool and creative designs to come out of it. I had a couple of shapes I think would be helpful to have in the ship designer. I dabble in Blender and created a rough version of of these shapes. <img src="https://cdn.stardock.us/forums/66/72/6672235/3d7dd4fd-060f-4824-8c5c-400e9ea031cd.png" alt="" width=

0 Replies 1,751 Views