Actually, if you take the case where shield mitigation is maxed out, it's fairly easy to show that the slower firing weapon does have an advantage. Target has shield mitigation at 60%. Compare two attackers, one fires every second for 25 damage, the other every 2 seconds for 50 damage. Both have an apparent dps of 25. After a second the target's mitigation has declined to 58.75% which is when the faster firing weapon hits. After 2 seconds the shield mitigation has dropped to 57.5%, which
MojoJojoUK
As a bit of a side issue, am I right in thinking that the way shield mitigation works favours slow firing, heavy hit weapons over faster firing lighter weapons? Assuming dps is over 12.5 anyway. My thinking is that while the average mitigation will be the same for weapons of equal dps, if you actually drew a graph of shield mitigation against time, you'd get a saw edge, with mitigation jumping up when a weapon is fired then linearily declining until the next shots hits. With a slower firing weap
I would really like to see it that taking damage greatly slows/resets the time it takes to jump. It would make it a lot easier to take a chunk out of a fleeing fleet.
Actually, thinking about it a bit more, focussed fire is the way to go. As soon as you are doing much more than 12.5dps to a target, it's shield mitigation is going to cap out anyway, and at that point you might as well just pile on more firepower. With higher dps, you'll cap out the shield mitigation sooner, but I doubt this is a major factor. Really need to crunch through the numbers to check though. What does make a difference is the different armour types. You'll get better returns
[quote]Shield mitigation does nothing to decrease the value of focus-fire. Why? Because it doesn't really matter whether a ship is hit by 30 shots fired by one weapon, or 1 shot fired by 30 weapons. The mitigation increase is the same, so the curve of damage a ship takes as you whail on it is the same. It doesn't matter whether I cause 30 damage from one ship, or 30 damage from 30 ships. [/quote] Not true. While the shield mitigation goes up at constant depending on damage, it goes down
Ah OK, from the AAR reports it sounded like trying to build your economy wasn't worth it. I think in Wyndstars one he didn't build any farms, economy buildings or morale improvements. In my current game (only on Normal... I'm thrashing it, just learning the changes in DA)I have sort of cocked up my economy. Needed to either send more colonists from earth so my colonies grew quicker or cut my tax rate to get the same. I also probably over expanded a bit.
Hi, I've just returned to GalCiv after taking a long break. Got a new laptop now! So I apologise that my first post in a long time should be on what are probably the two most talked about things in GalCiv2. I just hope I'm not going over ground that has been covered repeatedly already. I've been spending my time at work reading the forums and have since started an all-factory game and it does seem to work very nicely. I've been thinking about why this seems to be so successful, especial
Sorry didn't read the post properly.
For those having the non-selected ships moving bug: i think you can work around it by making sure all ships in stacks are unselected in the little window at the bottom, where you select ships to put into a fleet. It seems that list doesn't get cleared when you select a single ship.
A slightly annoying thing: the Turn button is too close to the mini-map. I've only played one game, which was on a small galaxy, and I had a starbase which a sector away from everywhere else, but right next to the Turn button on the mini-map. I frequently ended up hitting the turn button instead of moving the view. In fact, while the turn button appears to be a rectangle with a corner cut off by the mini-map, it seemed to me that it's clickable area is
Whoops, sorry for posting so quickly without trying to fix the problem myself. As I was reinstalling, realised I hadn't updated DirectX. After doing that the game seems to work fine (although the quit button still seems to be turned off on the menu screen. Why?) It would be nice if the game checked if you had all the necessary updates on install, so silly mistakes like this were harder to make.
Just installed this game through Stardock. First time I start it up, watch the intro, get to title screen fine. Decide I should probably look at the manual before I start playing. Notice that the "Quit" button is faded out and doesn't respond to being clicked. Strange bug, I think, and use Alt-F4 to quit out. Now the game crashes everytime after the intro. The Political Machine mouse cursor reappears, but the title screen doesn't reappea
Valamir wrote "Do you not realize that it is entirely unlikely for a game...with an extended and highly variable development schedule and a movie...with an extended and highly variable development schedule to both be released at approximately the same time? Do you not realize that the various jerry-rigging rush jobs required to make sure that the game release is timed to the movie release pretty much dooms the game to mediocrity from the beginning..." I think its more to do wit
"I'll check out the resource icon disappearing from the terror star, but you are supposed to be able to move it. After all, you're building the terror star around it." Well, yes, but if the resources can be moved, why aren't they just tugged to a nice planet and mined there? I'm not fussed, I can't really see why you would build a terror star on a resource anyway. (sorry, I use Opera, and as far as I an tell the quote button doesn't work for that)
Yeah, yellow you're right. I've never played with the alignment settings, so I sort of forgot about that. Whoops.
Whoopsies... Double post [Message Edited]
I had noticed before that you could build two (or more, presumably) star bases in the same square, but I hadn't thought of doing it on a resource, and hadn't realised the AI could/would do it. Of course, they may not get any additional bonus for it, I don't.
My breakdown: Dregnin: evil,strongest military aggressive - build up fast by blackmailing everyone weaker than them military for tech and money. A threat early game, but either take over half the universe, or collapse from too many wars. Altarians: Good, strong military and aggressive. Sort of the good counter part to the dregnin. Not as strong/aggressive military as the dregnin, but tend to be better at making friends/allies. Tend to ally up with the Torians/Arceans.
I did wonder about doing a FreeCiv to Civ2 type conversion, but its too much work for me, and I don't know anyone else who plays GalCiv, so it would be a bit pointless. And I think GalCiv is very tied to the personalities of the AIs, and it wouldn't be the same without them.
Hmm, I think luck will reduce the number of random events... from what I can tell, luck will basically stop a certain number of bad events happening to you, so they reduce the amount of events that do happen. Now I don't know how things like space monsters are calculated... its possible they are something that could be stopped by luck, and this apparent decrease in events is due to the AIs picking luck more in recent versions or something. I haven't noticed any drop in frequenc
smmmrkkk... Sorry, I've just come back, and I am finding it hard to take comments like "Galactic Civilisations is a simulation" hard to swallow. You might as well say Mario is a simulation. The original post seems to be mainly a list of how Papa thinks the game should work. To be fair, a lot of GalCiv is counter intuitive, and the documentation is poor... But I don't think the changes would really be an improvement. It would be a different game, but not necessarily an
3600 for a Cakewalk... That's just not right. A glance at Staffa's scores shows his average is probably not much better than that. It would be ridiculous if the number one in the metaverse got there playing only Cakewalk games. Cakewalk games should never score that much - the player is just playing to milk the score, and should really of upped their difficulty level. I suggest that the raise to the power of 0.75 that I believe all the scores go through as part of their calcul
A flat system would just be boring. Even though its never going to be that fair or logical, the unpredictability of the score does make it more interesting. At least the people playing just for score do have the challenge of working out how best to exploit the system.
I commend you for a truly baffling post. [Message Edited]
The legend section has been updated... Don't know when. The smiley face means you're neutral. Im posting to find out what I have now... [EDIT] ...yay, Im chaotic evil. But Im only an ensign now. Looks like they recalculated the game [/EDIT] [Message Edited]