Entropy Avatar

Entropy Avatar

Joined Member # 2383374
0 Posts 2 Replies 8,660 Reputation

If the Krynn had some juicy production bonuses on their planet, they could have been cranking out 1 colony ship per week at very little cost. Any game where I start out with a +700% manufacturing tile is practically in the bag. Once, I started out with a +700% and a +300%.

32 Replies 21,834 Views

When I played around with range, I found there was a map-dependent value that figured in many places. I don't have my notes, but this is what I remember: ShipRange = 2*MapVal + RaceVal + nModules*(MapVal + ModuleVal); Measured in parsecs (little squares), the maps values were: Tiny: 1 Small: 2 Medium: 3 Large: 6 Huge: 10 Gigantic: 13 RaceVal was 0.2*RaceBonus, your racial range bonus. So, if you set the basic life support modules t

11 Replies 6,107 Views

All I have to do is hit any key which will recalculate the sheet and I get a new value for a simulated round of combat. Ok, I thought you were playing these in-game, in which case the Korath weapons bonus would have an effect. I was allowing for some leak-through damage in my 7-10 range, it's just that 11.5 was a bit higher than I expected from my seat-of-the-pants estimate. However, I don't think you can conclude that an all-attack

90 Replies 43,100 Views

If the attack edges higher, include one all-attack ship with a mostly Defense fleet. The purpose of the Attack Ship is to exchange with one of theirs. The exchange is in your fleet's favor because it lowers the attack of their fleet below your defenses. In general, you can't simply add an all-attack ship to a defensive fleet and expect it to exchange for one member of an all-attack fleet. The attack ship will be the first to be targeted, and whil

90 Replies 43,100 Views

Well, now that I actually tried it, I'm getting an average of 11.5 damage for the attack ships, so there would be a slight advantage in favor of the defense ships in this case. But remember we are comparing 9/30 ships against 25/0 ships. Increase the attack ships to 27/0 and the advantage tips in their favor. 11.5 is somewhat higher than I'd expect, though I guess part of that is due to the Korath weapons

90 Replies 43,100 Views

Invading troops can easily take out 3x their number, so to take out a planet with 12 billion population, you might need 4 billion troops. Those 4 billion troops come from your planetary population when you load a transport. The exact ratio of how much the invader will take out depends on soldiering, tech, invasion tactics and chance.

57 Replies 25,256 Views

According to my quick calculations, which may be wrong, a fleet of three of my 9/30 ships against three Korath 25/0 ships would be a close battle, but mine would be more expensive to build. Not an especially close battle. On the first turn, you could expect to do 13 or 14 damage and they would do something in the range of 7-10 damage. Once you killed one of their ships, they wouldn't have enough damage to reliably penetrate your def

90 Replies 43,100 Views

The big problem here is rule #2. I have no idea why the heck Stardock made defenses regenerate 100% every round. It's completely different from the implementation of shields or indeed any other kind of defense I've seen in any other space game that I can remember. Heck, pretty much any computer game period. If defenses could be beaten down over multiple rounds, then it would be a heck of a lot easier to balance them. I like this i

34 Replies 27,968 Views

While I'd certainly buy another expansion for GC2, we have to keep in mind that developing another expansion pushes off other Stardock projects, including GC3. Perhaps a good compromise solution is they FTP me all their source code and resources for free, then I can tweak things as I like.

22 Replies 23,980 Views

So this big STILL hasnt been fixed yet? WHats going on stardock? If you wont fix it then let us revert back to the old patch versions! It's likely the bug existed since DA was in beta, so going back to previous releases won't help. At least, people were complaining that off-type defences seemed a little powerful for some time.

52 Replies 30,763 Views

You can mod the range a fair bit. The actual range computation has a lot of factors. There are a lot of bonuses and map-dependent minimum range values that you can't mod around. You can get a pretty good range system if you apply a racial range penalty, remove bonuses from range techs and make life-support modules larger. On a huge map though, even a ship with basically zero range will be able to fly from one system to the next.

9 Replies 8,345 Views

Things I'd like to see: 1. Range as a significant factor. Very limited free range from techs, life-support modules that take up significant space. 2. Engines more as a space penalty than a cost penalty, because a cost penalty falls more heavily on smaller ships. 3. Starbase defences updated to reflect the new combat system. 4. Remove the 1-hitpoint rule. There is no need to force a survivor. 5. AI that is aggressive about taking planets. One that stoc

400 Replies 127,847 Views

kryo, what's the game-balance reason for forcing a survivor? To me, if you build a ship that's all attack and no defence, it should be vulnerable to being taken out by cheaper ships. An eggshell wielding a sledgehammer is still an eggshell.

8 Replies 5,959 Views

There are way too many techs, it would be impossible to make an AI that knows what each technology does, and their value. I'm not sure to what extent the AI 'understands' the gameplay effects of technologies, but adding an 'intrisic value' field to the technologies XML file could do a rough job of assigning value to technologies that don't go completely obsolete.

6 Replies 3,759 Views

Wyndstar, I suspect you are correct about what is going on. Assuming that's the case, the solution may not be as easy as moving some brackets, however. The root issue is: when I apply 10 mass-driver damage to a ship with 100 shields, what should happen to it's defences in each category? The current answer seems to be: 100 - 10 = 90 shields left, the other two defences are each therefore sqrt(90). So hitting 100/0/0 with 0/10/0 changes it to 90/9/9. Of course, this makes off-ty

52 Replies 30,763 Views

I've have noticed that you can sometimes get better deals by breaking a big deal up or trading for preceding techs in the way you mentioned. I think that you should be limited to making only a single deal in one session with the AI. That way the AI can evaluate the whole package, rather than be manipulated by 'now that *that* deal is done, here's a new one!'. I also agree that ideally it wouldn't automatically count prerequisite techs at zero, as some have an intrinsic value. One possib

6 Replies 3,759 Views

In the real world (anyone get a good chuckle from that?)a cop's body armor isn't going to do him much good against someone armed with a Taser, is it? I'm pretty sure it would, actually. A Taser relies on sending the current through your body. I'd expect that body armor or a heavy leather jacket or something similar would be pretty effective protection by insulating you. Of course, they could still Taser you

52 Replies 30,763 Views

In fact, looking at this, if defense is hard coded to roll (1 to value), it would always come up a 3 if you used all three defense even if the value of defense was correctly being reduced to 0. Which would stop all the lower weapons on the tech tree. It's a good theory, but the ship in question was using the penultimate mass-driver tech, so 0-9 damage in each shot. Also, the defending ship has only one type

26 Replies 32,591 Views

I think that if you get two similar ships, one with 300 offense and 100 defence, and the other with 100 offense and 300 defence, the one with the bigger offense will always win. Assuming the combat system is working as designed, that's true. Both of those ships are going to have a hard time penetrating each other's shields. The more offensive ship in this case would expect to do slightly more than 3x as much damage, but it

26 Replies 32,591 Views