RemingtonRyder

RemingtonRyder

Joined Last seen Member # 2197899
7 Posts 379 Replies 29,808 Reputation

Well, I'm going to guess that the square root value is still used when the defence is attacked by an off-type weapon. Otherwise, the defence won't actually stop any damage. What's unclear is whether the defences are still additive or now work in series i.e. when the shields finally go down, the lasers contend against the point-defence and then the armour. In the additive scenario, the on-type defence is worn down faster when it reaches a low value, because off-type defences boost its

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For example: (Fleet A attacks ship B ) Fleet A Ship A1 ( Attack: 10/0/0 Defense: 0/0/0 ) Ship A2 ( Attack: 10/0/0 Defense 0/0/0 ) Ship A3 ( Attack 10/0/0 Defense 0/0/0 ) Ship A4 ( Attack 10/0/0 Defense 0/0/0 ) Ship A5 ( Attack 10/0/0 Defense 0/0/0 ) Ship B ( Attack: 1/0/0 Defense 10/5/3 ) Fleet A attacks this round: Ship A1 fires lasers and rolls an attack of 8 ( B's defenses are now 2/5/3 ) Ship A

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I usually play against four opponents on a gigantic map, but with habitability set to 'Rare' so there isn't much time between turns at all.

64 Replies 33,686 Views

It wouldn't be a bad idea to seperate out the functions of defence and defence regeneration into separate modules. Then the ships that aren't likely to survive a round against the opposing fleet's fire can at least be cheap to make. I rather like the idea of a defence optimisation module too, whether it's to increase the overall strength or help with defence rolls. It might be better than simply filling up the space with as much defence modules as you can.

90 Replies 43,170 Views

You need to actually remove the engine that is on the design before placing a new one, or it's likely you won't have enough space.

11 Replies 7,457 Views

Yeah, but it only needs fixing to the point where 400 shields wouldn't do you much good against a concerted attack (or defence) with weapons other than beam weapons. After that, we're in the realm of feature additions. Nothing against new features, myself, but it will be nice to see how things work out with the fixes.

90 Replies 43,170 Views

I feel that DA is a bit better than DL because you can't zip across the galaxy in a single turn. Engines were absurd before the resize and recost that came with DA. I feel like I'm actually beating an opponent fair and square if I use ships that are balanced for speed.

9 Replies 4,536 Views

If you really need a dev to take a look at a topic on the forum, then send them e-mail. The forums may be a great place to gather information and discuss, but they are large and it's quite easy for a topic to become quickly submerged by newer stuff. If you want to be super-efficient, then run a topic linking to topics with issues needing attention, and point at that.

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Well, during some of the beta of DA, I'm not sure if the off-type defences bug existed yet. If you read the combat example here it specifically says that not all sources of defence degradation were accounted for in the 2A build, but they would be in the next build.

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Well, it's not a problem if ships can actually travel a single sector. It would be hard to break out of your starting solar system otherwise. My first play through suggests that I'm on the right track, although I may want to make early life support less ridiculously huge. There's a definite limit to how big you can make a module before it's too big to reasonably use with other components.

11 Replies 6,111 Views

Hitting "update game" just opens another program with no mention of a patch AND flushing the settings as stated above does nothing. It shouldn't be this difficult. Seriously. You may also need to check 'Show pre-release versions' (it's shown at the foot of the Games page in Stardock Central) in order to see the latest update. You'll know yourself that fixes released between major patches for a game can also introduce new problems, so by default I thin

95 Replies 58,684 Views

Now I see, you mean the defense should not pooled together as one but should be by types as well. 100 Beam Def, 20 Mass Def = 100BM / sqrt(100)+20MA=30MA /sqrt(100BM)+sqrt(20MA)=14MS and that should be the static maximum value for each round. To counter a large off-type effect goes, you need to pack enough firepower to wipe out all defence points. For the example above, you'd need to exceed 120 points of rolled damage against one defence. If you're

95 Replies 58,684 Views

See here for discussion of off-type defence bug. What you have to remember is that as presently documented, each defence type (including additions from off-type defence) is tracked separately through a combat round. If you wear down the armour with your mass drivers it doesn't affect the outcome when you fire beam weapons at the shields. The bug is that the off-type bonus isn't degraded at a normal rate because a

95 Replies 58,684 Views

On a huge map, a basic support module will increase a ship's base range by 0.7 even if you specify an increment of just 1, and the ship already gets 0.7 to start with. The range penalties may look ugly but it's the only way at present to dial down the modifier given by the map size. The range penalty means that to start out with, planets and starbases grant quite a small radius of range increase, making life support on ships useful. Because the mod also makes early life support more b

11 Replies 6,111 Views

Well, I've finally got the mod off the ground. As it turned out, editing the raceconfig file proved very necessary. Of course, for this to take effect, races must be cleared before they're used in a new game, or edited to make the range penalty take effect. The next step from here is to look at nudging the priority of life-support technology. The mod I'm working on makes early life-support modules large (perhaps a little too large, I'm wondering) and all life support is a bit more ex

11 Replies 6,111 Views

Note that the range granted by life support modules varies depending on map size, though I'm not sure of the exact amount it varies. This could be the source of the apparent inconsistency. I'm guessing that's the case. However, this may mean that map size is the main variant factor in determining the range granted. I guess I may have to consider increasing the size of the range modules (decreasing as you develop more sophisticated, less bulky support t

11 Replies 6,111 Views

All my attempts have been made using new games. The fact that I can see the changes to range indicates that the data in the mod is being used, just not consistently.

11 Replies 6,111 Views

I tried modding life support modules in GC2Types.xml but although the description reflects the new (smaller) range bonus given by the module, when I add a module to a ship it grants the original range bonus not the new one.

11 Replies 6,111 Views

The issue I see is that the AI is too foolish in their tech trading makign it easy for players to quickly switch defense strategies. Maybe the AI should be less willing to hand over defence technologies if the player has already developed or acquired different-type defence technology? In other words 'You can have your monopoly, we'll have ours, thank you.'

90 Replies 43,170 Views

Well some of us have systems that can handle a little more, Gigantic on my computer barely raises a sweat, so to speak. And who's talking about factors of 10? Just a couple more sectors all around would be nice. I'm sure my computer could handle even 4 more around, which would be ideal with 9 races. It would give everyone lots of room to develop good sized empires. As it stands, there's always a race or two that gets crowded out early in the game, and never amounts to

22 Replies 10,028 Views

The problem with larger maps is that they use more memory. Plus, even if you could in theory expand both axes by a factor of ten, the wait time at the end of the turn would increase at a phenomenal rate as the AI is given more time to path-find. The only reason the likes of MOO2 could fit so many stars systems into a galaxy at the time it was released was because ships didn't move 'off-road' and therefore there was much less data to record about ships and their whereabouts.

22 Replies 10,028 Views

Just out of curiosity, would this bug affect one of the custom maps that can be selected? I only ask because well, I seem to remember that one of them is quite big.

7 Replies 4,882 Views