RemingtonRyder

RemingtonRyder

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

The orbital fleet manager shouldn't be something you put down on a tile and forget about. The technology may become available, but that doesn't mean you or the AI should necessarily commit the maximum number of ships according to your logistics to an orbital defence fleet. What you really want is several waves of defenders, instead of the laughable ten ships you can at present have defend the planet. To hold a planet until help comes, you need to inflict enough damage on your a

61 Replies 34,059 Views

If your goal is to take away your enemy's capability to make war, then take along an empty troop transport or three. When you successfully invade one of his worlds that you don't really want, bring your soldiers back up and destroy the colony. That way, it doesn't add to your economy, and if you want it later on you can always colonise it yourself or invade the new occupier. This is an especially good idea if you're going for the conquest victory and already have enough planets to do

38 Replies 22,495 Views

So because defences don't degrade when they block an off-type weapon e.g. shields against mass drivers, when they are massed they give a guaranteed dice-roll advantage from the first to the last shot. My opinion is that off-type defences should stop helping to repel damage when the on-type defence is zero to begin with, or reaches zero at some point during the combat round. At that point, a mass driver shot by the attacker is likely to sail through a hole in the armour and impact the h

52 Replies 30,786 Views

It may well be that in order to punch through the overall defence value and cause damage in a combat round, you'll need to wear down the strong defences with a saturation attack. Even if you don't actually break through, you've lowered the value that is square rooted, making it easier for the rest of your weaponry to score a hit. If that's right, fleet combat has a whole new level to it.

50 Replies 39,790 Views

You know, I was just thinking that it might be an idea to match defence more to the sort of ship that it needs to protect, rather than a progression of components that take less and less space to achieve the same result. For example, you could have an ECM array which offers a much better rating than the standard ECM unit - you won't pack one of them on a small fighter, but on a capital ship it could scale better than several independent ECM units.

62 Replies 33,995 Views

You need to increase spending (boost the social production slider) or rush-buy some industry to get things rolling. Because you're getting only half as much production for every bc you spend, you need to make sure enough money is distributed to the colony.

8 Replies 5,797 Views

Defence serves a purpose in helping to set the order in which your ships will be attacked, from most to least expendable. If the ship with the best weapons in one of your fleets is last on the target list, it is more likely to survive the battle on account of all the damage it inflicts without reprisals. Of course if the enemy starts deploying ships packed with weapons that can cut through most of your defences, then the most cost-effective way to take them out is to build your own.<br

62 Replies 33,995 Views

With the current revisions, defence is fairly expensive for what it does. In the early game, it also takes up too much space to make it into any workable ship designs. Attack on the other hand has become more useful. For example, having different weapon types allows for another target to be acquired if the first one is destroyed by the first weapon to fire. This creates a pressure to add a second weapon type instead of a defence component to a ship design.

62 Replies 33,995 Views

I like the idea of ship modules which give similar bonuses to military starbases. However, one has to wonder whether the area of effect would need to be the same. If the best effect is gained with fleets of small and cheap ships, the greatest advantage is in being able to move these ships around to attack rather than having to sit and wait for the enemy to come to you.

26 Replies 12,752 Views

The AI is dramatically improved in DA, but IMO you need to crank the difficulty up to at least Challenging to see the full effect. In my current game, the Yor have swiftly taken out one of the major races and are working on another. If they keep going, they'll probably win.

135 Replies 51,490 Views

You're forgetting about cosmic radiation. Mars doesn't have as strong a magnetic field as Earth, nor does it have as thick an atmosphere. Any habitat that is set up on such a planet will need to either have some form of shielding, or at least a shelter built in solid rock. Plants still need oxygen to breathe when there isn't any sun, and they need nutrients and water from the soil in order to grow. They might not be as high maintenance as humans, but it's a long way from getting a fe

19 Replies 12,333 Views

I suggest an additional maintenance cost for every billion citizens left on a world they don't have the technology to live on as if it were normally habitable. Just because it's there doesn't mean you left someone alive to show you how to run it.

19 Replies 12,333 Views

I can't confirm if this happens with any other ship styles, but definitely with the Krynn Consulate style picked out, it's entirely possible for a weapon to not appear on the hardpoint you were placing it on. It instead appears on a different hardpoint, possibly one that is already occupied - which causes an additional problem in that neither the new weapon, nor the item occupying that HP originally can be moved or deleted.

1 Replies 1,872 Views

You can always turn off upgrades with the Planetary Governor. The downside of this is that you can't readily see which planets have auto-upgrades on.

4 Replies 1,960 Views

I was just thinking that in order to truly appreciate which technology or improvement is best for its situation, the AI needs to consider opportunity costs. For example if I start upgrading buildings at a planet which is a plentiful producer of ships, there will be a reduction in military output because unused social production is added to military. One of the main reasons that I disable automatic upgrades at planets like these is because the opportunity cost of completing the u

21 Replies 49,639 Views

Let's not forget that some of us were deeply disappointed by a certain 4X game which failed to deliver satisfaction. GalCiv 2 fills a need to actually be able to see nifty-looking ships do battle. We know that space is vast and that in actuality to see the entirety of a battle you probably wouldn't be able to see the ships themselves, not to mention you wouldn't hear any explosions or beam noises from your vantage point. But a culture that has grown up on the TV and movie sci-fi

42 Replies 66,201 Views

If transports have to park one turn and invade the next, it still allows the AI the chance to use any fleets it has stationed nearby to attack those transports. Without park-and-invade, there is no strategy it can formulate. As I said way up above, if you properly escort your invading transport all the way in protecting it from interception, then the AI will have to concede that world. Always though it should be looking to avoid such a checkmate if possible.

24 Replies 10,842 Views

Well, not to spoil it for you too much but.... Ion engines in DA are (in beta 2A) an early cost-effective propulsion system, even if they're not as space-efficient as impulse engines which come after them. All engines are now considerably larger and more costly than they were in DL. With sufficient miniaturisation you can still stuff a fair number of engines onto a ship but it will cost more to make than it used to, and of course if it isn't exempted from maintenance, that will be hig

24 Replies 10,842 Views

Actually, while I'm not wrong about there being negative influence coming from labs, it doesn't appear to be the only cause. It seems that more populated worlds, such as but not restricted to the homeworld, are subject to influence penalties, but those with just an initial colony only have a penalty when they have labs.

6 Replies 2,724 Views

I noticed that in the latest beta, research facilities appear to make it easier to influence a planet. Each lab generates -1 influence points, which is multiplied in the event it is on a tile which has a research bonus. So I'm intrigued to know whether this is an intentional addition, or an accidental one.

6 Replies 2,724 Views

My suggestion would be to first of all, prohibit planetary attack by forces which were not within a few squares of the planet at the beginning of the turn. I feel that if you're going to gain air superiority for a ground assault, it should take at least one turn. If you have a fully-escorted fleet of transports and you're not simply cherry-picking the planet, then you have nothing to fear from in-system fleets attempting to defend the planet. Thusly, the AI could always make a proper

24 Replies 10,842 Views

Is it me or this system discourage using fleets with more than one weapon type? Since for each different weapon type you will have to go through the full defense, it would be weaker than having only one type and using the defense degradation to its full potential. When your enemy begins employing defences against your most prevalent weapon type,

43 Replies 133,753 Views