Galactic Civilizations IV: Supernova Galactic Civilizations IV: Supernova Galactic Civilizations IV

Issue No. 6: Using Beam and Missile Attacks

Published on Thursday, April 11, 2024 By PaulLach In Galactic Civilizations IV

There are few issues related to beam and missile volley attacks.  I have included a link to a save file that you can use to recreate all of these issues:

https://www.dropbox.com/scl/fi/u0xrsvp2hzv5s3s22fbk2/Save-Issue-6-Under-2.4.578621.GC4Sav?rlkey=ra1a5kh43ne11szhrt1iex6a6&dl=0

The issues are:

  1. You get different results if you use beam and missile volley attacks as a fleet vs. breaking the fleet down and using beam and missile volley attacks one ship at a time.
    1. To recreate, load the save file then:
      1. Go to my fleet named "Heze Fleet II" located just below my core world named Heze I
        1. you should see that it has 6 ships
      2. 2 cells down and to the left of my Heze Fleet II you should see the Altarians fleet named "Iridii Fleet XI" which contains 7 ships.
      3. Move Heze Fleet II 1 cell down and to the left, putting it next to the Altarians fleet
      4. Attack the Iridian fleet with a Beam Volley then attack with a Missile Volley
        1. You should see that the Iridian fleet has been reduced from 7 ships to 5 ships
    2. Now, reload the save file and go to the same fleets, then:
      1. This time, only move one ship next to the Iridian fleet and attack the Iridian fleet with a Beam Volley then with a Missile Volley
      2. Repeat this with each of the ships in my fleet until all 6 ships are now in the same cell next to the Iridian fleet
        1. You should see that the Iridian fleet has now been reduced from 7 ships to 2 - a very big difference!
    3. My suggestion for correcting this issue is to create a screen that allows the player to select the target ship in the enemy fleet they want to attack, the type of volley attack they want to use, and one or more of their own ships that should participate in the attack.  In that same screen you could show the results of the attack and then let the player repeat the process until all enemy ships have been destroyed or the players runs out of unused volley attacks.
  2. The second issue has to do with the order in which you perform the beam and missile volleys
    1. To recreate, reload the same save file and go to the same fleets, then:
      1. Move Heze Fleet II 1 cell down and to the left, putting it next to the Altarians fleet
      2. This time, perform the missile volley attack first
      3. You should now see that you can no longer perform a beam volley attack
    2. Why should you be able to perform both types of volley attacks if you do the beam volley first, but not if you do the missile volley first?
    3. My suggestion for correcting this issue is to allow both types of volley attacks during the player's turn.
  3. The third issue is related to the first one.  When a player performs a beam or missile volley attack, they have no control over which enemy ship withing the target fleet they will  be attacking.  Does it make any sense for a ship to blindly fire a volley attack in the direction of an enemy fleet hoping to hit something or does it make more sense for a ship to target a specific enemy ship?
    1. The solution to this issue is the same as my suggestion for the first issue.
  4. The fourth issue is that it is difficult to know what the result of a volley attack is.
    1. You can compare before and after total hit points for the enemy fleet if no ships were destroyed
    2. If a ship was destroyed, you can compare the enemy fleet composition before and after the attack to see which ship disappeared
    3. The solution to this issue is the same as my suggestion for the first issue.
    4. If you do not want to do the first suggestion, an alternative solution is to either add a popup or an entry in the Monthly News Report that says how much damage was done and to which ship, and whether the ship was destroyed or not.