I've been looking at ship designs, and there seems to be 6 modules that you can't mount on your ships in the ship designer, but they may be found on some of your default ship designs. I'm using the Terran Alliance names for the ship names:
-Militia Barracks: +50% hit point while in your territory (Defender)
-Antimatter Bomb: Damages fleets within explosion radius (Fortress)
-Repair Drone Bay: Unknown effect (Battle Hammer)
-Integrity Field: +20% fleet armor (Battleship)
-Missile Disrupter: +20% fleet point defense (Destroyer)
-Field Generator: +20% fleet shields (Cruiser)
I also want to point out that the Fortress has a design flaw. Because it requires an antimatter bomb, you can't build one until you research your way far down the missile weapon techs. Normally, for other ships, they show up once you have both the techs for the hull size and basic weapons for the weapon type they use.
The main menu ship designer only shows the prolific supply module. Emphasis on main menu ship designer. I'd expect some limitations on ship designs when you are playing a game as some civ, but not when you access it from the main menu. I expect to be able to design any ship that I want using any and all ship components in the game.
4 is for better organization.
-Hot key for repair drones. I tried out repair drones yesterday and they're quite nice. It gives the ship the ability to repair 20 hp to all ships in a fleet. 20 repair is a lot better than just 2 repair from repair bays. Unfortunately, I have to click the ability multiple times if I want to use it multiple times. Click ability, move mouse, click fleet, move mouse to the ability again. As you might know I don't like excessive clicking hence why I want a hot key for it.
Another fix I want. I want to be able to sort ships by name. GalCiv 3 could do this. I don't know why, but in GalCiv 4 I'm finding my corvette series of starships scattered throughout the combat ship list. I have one with missile defense, another for kinetic defense, one for laser defense, even one with hull defense (high hp). If I were sorting by name, they would be all next to each other.
(I loaded up the game so I could take screen shots, but my ships were organized better for some reason. I don't know why that was the case. Maybe it is because I acquired them from researching techs as I advanced through the game, but when I loaded the save I got them all at once?)
Could we get a line of hull type defense (hp modules) for our ships? I'm not expecting it right away. Maybe as a feature of a future expansion. I consider it a legitimate kind of defense, especially if you don't know what type of weapon you'll be up against. Plus a combo of hp and on type defense can have a big impact in battle.
Hi Derek, was there to be some extra ship design parts to be added to Ver.1.05 also the registration parts show in the designer but cannot be used is this an oversight the classic ship designs are also missing.
Well, I can confirm that I can now build the Fortress without the need of antimatter weapons tech. I can now build them with early missile techs. I also noticed that some of the ship modules got resorted, such as repair modules under hit point augment. However, I think the 'shield strength' category should be renamed fleet defense modules, cause they do more than improve the strength of shields (they affect all defense categories). I also don't know how much they improve defenses by just by looking at them. Mounting the temple module or protection field seems to increase the defenses by 50%, while the zalon defense system seems to reduce your ship defenses by 15% (is it working right?).
I'm not sure if I can justify using some kinds of weapon boosting modules now. If I understand things right, a module like the beam amplifier, now only affects the ship it is mounted on. With a 20% boost, I need to mount 5 weapons just to break even. They also have a resource cost which doesn't help to sell it. Its not something I want to use on small ships. A medium ship can barely break even, needing 7 out of 8 modules just to get a worth while bonus. Surely there is a middle ground where a fleet could have 1 module affect the whole fleet; with 2 or more having the same effect as 1.
Well, with an update planned soon, I figured I'd list once again what ship stuff I want for this patch.
Tier 1 lasers and kinetic weapons - When you research armed shuttles, you get the ability to build tier 1 missile weapons, but not tier 1 lasers and kinetic weapons. However, you also get tiny hulled ships spawned with these very weapons. This seems weird to me. You can't produce those weapons but you get ships equipped with them for free. So in this case, I want to be able to mount those weapons on my ships. In game, they're called "Lasers" and "Cannons".
Another odd situation I have is where yellow anomalies will occasionally spawn new ships, but with different types of weapons. I've had some of these ships spawn with tier 1 weapons. It seems that they only spawn using the best weapons you've got.
More HP modules please - This might be a bit odd request, but could you add new HP modules? I would like them to level like normal defenses. I find that it isn't worth the trouble researching and mounting defenses. Instead I use medium hulls and a lot of HP bonuses. With repair modules, my ships repair faster. In a fleet, its much quicker as these modules stack. Its a not bad strategy considering that fleets only get 1 attack per turn. You're not going to do another attack without getting significant repairs done.
Unless you choose not to start the game with a Surveyship you start the game with a ship that has 3 strength Tier 1 missile and beam weapons on board.
Bump.
I still want tier 1 lasers and kinetic weapons, and more variety for HP increasing modules.
I still want tier 1 lasers and kinetic weapons. Also the ability to sort ship by name (and make it the default sorter).
More HP increasing modules is optional.
I would like these added before GalCiv 4 next comes out cause I fear that the base game will not be supported after that.
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