Please start with the combat mechanics! Its the thing that is both the most new AND the most obscure!
Stalker0
One of the biggest changes in Supernova is the combat system adjustment. And I can understand why, the old paper, rock, scissor system is so....plain, so mundane, so....boring right? But I would argue that at its core, that system worked, and this system does not. And I will try to explain why. The Fundamentals of Combat - The only thing that matters At its core, the GC games are "big picture" type games. You focus on the big decisions, what my planets will bu
Just a few quick bugs to report: Events are often coming at me multiple times in a row. I often can do the same event 3 times and get 3 times the benefit. I am able to put survey modules on other ship types (such as frigate). My understanding is only the flag ship is supposed to have them now. Now the system does prevent me from building one if I already have a flagship. I have no control over citizens. I can select a new role for them but they do not change
There are two low hanging fruit items that would instantly make the AI more competitive. Actually Research: The AI techs at a snails pace, even at nightmare. With its resources, no reason it can't snag every tech. Even if its just went straight down the line and took every tech in the ship area, would give it a massive boost in ability. No planet defenses: Its defenses are anemic. You don't have to get fancy as a first run (as AI is obviously low on priority), just ha
[quote who="ribuh_7" reply="4" id="3869622"] Now there is no real need to spend an ability point on your valuable cap ship and it is always more efficient right now to build a Protev. [/quote] The colonize ability does give a discount to planetary upgrades, allowing you to get a planet setup a good bit cheaper. That said, I don't know if its really worth it compared to better trade.
I decided to post this on the forum rather than discord due to the length, as its easier to organize here. Technical Preview 1 - SitRep General Overview I'm actually quite impressed with the game considering its current state, based on your warning I expect a game on much shakier ground. But its playable all the way through, with minimal bugs or slowdowns. General game is working, I was engaged an
[quote who="Wildstar2236" reply="1" id="3869752"] I actually like the system they have setup in regard to Caps. It forces the player to be more careful with their CAP in the early game and so far, having to wait that long to get more Caps hasn't hindered my game at all. Of course, that could change as we get more stuff to test and maybe some different maps. I like the idea of exotics as an extra currency and as long as the AI has the same constrai
After about 5 playthroughs, my number 1 complaint is the difficulty in replacing your first flagship should you lose it. You need: 9 research stations (so a number of colonized planets + all of the money for that). Exotic Factory researched Exotic Factory (so that's 40 civilian slots if you include the research stations). The cost of the ship. If you lose your flagship at any point in the early to mid game, its basically gam
So for example, I see that heavy cruisers have like 75 armor, but my cobalts with their 11 DPS and 25 armor penetration seem to do plenty of damage to them on bulk, so I'm not sure how armor effects DPS, and how armor penetration factors in to that.
Finished a few games but I've heard some notes on teh forums that suggests to me I'm missing a few things, as opposed to just assuming they weren't yet in the game because its still so early. So please check me on this. Is there a pause feature? Can I speed the game up? I have only found 1 map in the 3-5 player section. Are there more maps? Is easy the only difficulty currently?
Just started the early access and I've gotten in a few games. Considering your still in an early tech preview state, I'm checking on what kinds of feedback are actually useful to you right now. Right example, I have a number of balance and numeric thoughts, but my guess is you don't care about any of that at the moment, its more fundamental systems and the like. Just give me a quick understanding of the areas you are looking for feedback, and I can provide some!
[quote who="DerekPaxton" reply="29" id="3857786"] Great feedback here, Im going through everything. At a minimum I'm looking at reducing the logistics cost on large and huge hulls and increasing resources costs on some of the amplifiers. [/quote] Well the easiest first fix is to make it where the amplifiers are not fleet wide.... I'm pretty sure the way they are written they were never supposed to be fleet wide in the first place. That's a major reason why tiny fleets are so
[quote who="eride" reply="17" id="3856795"]I understand the point of your post, but this is the current "meta" of the combat system and it only supports the idea that the entire combat system is broken. We are discussing how the system is broken in this thread, not pointing out how best to exploit the broken system. [/quote] There is nothing broken about that model, its just that its not intuitive. The main issue is the role system. A person has to manually assign them fo
I also disagree with allowing sensors to stack on one ship. That allowed you to create "super probes" in GC III that covered ridiculously swaths of areas, making any other sensor use irrelevant. I think the current model is a lot more balanced.
I did my own analysis of ship sizes in this thread: Ship Size (Balance) » Forum Post by Stalker0 (galciv4.com) There are two areas in this thread not accounted for, to create a true argument. Cost: At least up to medium, the bigger the ship, the more cost effective it is (I haven't done the math for large ships myself). Aka I can generate a full fleet of small ships faster than I
[quote who="DivineWrath" reply="5" id="3854741"] Of course its not fair. You shouldn't be able to beat such opponents. The only way you could keep up is if you were using exploits to make up the difference. [/quote] There's not fair....and then there is unfair:) This is a common issue in 4x games, most AI handicaps are placed right at the beginning of the game, giving the high level AI an insane start. The human players job is to utilize superior play to ramp up and
So confirming.... have you confirmed that the military production on the stardock (before % modifiers are added) is less than what it says the social production is? Here's an example: Social Base: 10 Manu % boost: 20% New Social: 12 If you look at your stardock and only see 10....then your right, its not adding it in. If you see 12, it did technically affect both, its just buried in the numbers.
In GC IV there are no ship upgrades in that way (taking an old ship and turning it into a new design). Instead, specific ships can acquire ship upgrades through levels. There are two types of ships that can do it. 1) Commander Ships (which you can get from the leader area). 2) Any ship with the survey module. You acquire XP from either surveying (and note, all ships in your fleet that are eligible recieve this XP, so this is one way to level up your commanders
Deleted, nvm
In this thread I am going to look at the various Ideological Tenents. I am also going to comment on the "availability" of each ideology, in terms of how easy it is to get levels in each. Since there are many of them, I will use a simple rating system. A - Really good balance, this tenant is useful without being too strong. C - Decent balance. This tenant is either a bit UP or OP. F - Bad Balance. Its either so weak I can never find a place for it, or so strong I cannot
[quote who="Publius of NV" reply="1" id="3852809"] If I remove population through colonizers, constructors, or transports, does the rate go back to the current population of the planet, or do the citizens offworld still count against the growth rate? For example, if I have 7 citizens and I send one away, does the turns to grow stay at 19.55, or drop back to 15.19? Thanks. [/quote] It drops back down. Meaning if you were to send a colony ship away from the planet, and t
Version: 1.03 For people that like the details, here is a table giving you the growth values for any planet. Read the table as follows: Pop: The current population of the planet. Growth Threshold: This is how many growth points you need to get to grow to the next population. (Note: Each pop takes exactly 50% more points than the last pop). Base Growth Rate: This is how many growth poin
Checking on a new behavior I've seen in 1.03. I have now seen defense values go to 0 in a combat (when the base defense was 3). Do defense values roll 0 to their max, I had thought it was 1 to their max but perhaps I'm mistaken.
Here are a few feedback points I collected on discord. I put it in a seperate thread on the sitrep channel, but since I find threads are so hit or miss as far as whether people use them, that I decided to just paste them here for convenience (if you all would rather this stuff just stay in threads on discord let me know). <li class="message
[quote who="tb801" reply="6" id="3852455"] ADIT- I know that with the Core World/colony system you are trying to cut down on tedious micromanagement and I agree with that and it works reasonably well, but it's difficult to understand what all these "colonies" are doing, or why they matter - it's not intuitive or even explained particularly well. Could the player be given an option to specialise these planets as well as emphasise how smal