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You can also edit a template by selecting it in the list of Available Designs and then Clicking the + button at the bottom left (Use this design to start a new design). This will allow you to start with the already installed modules and add more or remove those present.
Some of the Cargo hulls have a "hidden" module that you cannot change. Its kinda related to an older issue and it was the best short term solution. Might be worth revisiting this. So things like transports, colony ships and freighters already allocate mass towards these hidden modules. It doesn't make sense for a colony ship to not have a colony module.
I also recommend if your really trying to pull of high capacity designs you unlock the T3 Progressive perk Breakthrough to unlock the Hyperion Shrinker.
Sensor sled
This is easy just build the highest capacity ship with as many sensors. You may be required to add 1 weapon to the build.
Midget Invader.
So the smallest invader you can build is a fighter. You'll need to unlock techs to get to 15 capacity. The easiest way I found to pull it off with a fighter is Hyperion Shrinker + tech Flexible Bulkheads + tech Extreme Miniaturization which will give you the 15 mass for a fighter. Other ship hulls can do this earlier.
Specialized ship Warlords adds doctrines and you can really make ships target other ships. For instance take the fighter set the Operational Ability to Ace and Target priorities to Bombers and it will focus on Bombers first. With Ace you can add kinetics for 100% accuracy. Add a chaff and it will avoid the first round of missiles. When you unlock more capacity you can add shields.
How about the Hunter Destroyer. Unlock the destroyer hull with battlecruiser doctrine and Weapon Systems for Hunter. It now adds 25% Attack and 25% accuracy against frigates and corvettes. Equip it with missiles and they will have high accuracy and extra damage. For target priority select Frontline Combatants or Gunships to prioritize Frigate > Corvette and then Fighter or Cruiser.
Late game you can decommission your Flag ship.
Make a dreadnought with the Flag module so you can and pickup upgrades. Then using Gigamass Modules you can add the Gigamass Grav-Pulse, Gigamass Shrapnel for +75% missile attack. Stack tons of missile components. At least 1 armor and 1 shield so you can upgrade it. Finally can take many support and special modules like fleet sheild. Then you just wade into combat and you can use all the components you collected in the game on level up and really make a sweet hero ship.
Really have a lot of options to choose throughout the course of the game.
I am still at the beginning (sort of), but it's like even a "fighter" has built-in parts, all I can do is add a weapon; with the tiny bit of space left over. I can see the fighters have the armor/shields etc, and all I technically "need" is a weapon, but if hypothetically, I want a fighter with only shields; and say missiles, something to combat a specific threat, how can I do that?
I usually use a small frame, not tiny, so the moment I open up the tech, I can make them without needing any special techs, or other gear. Doesn't answer the question though. All of the frames have built-in stuff. Is there a way to create a ship from zero (bare bones, no engines, defenses or anything)?
https://forums.galciv4.com/530610/galciv-iv-supernova-dev-journal-73---ship-designer-practical-applications
https://forums.galciv4.com/530322/galciv-iv-supernova-dev-journal-71---diving-into-the-ship-designer
Also Halicide and Airmaster frequent to forums, discord and steam. So they may pop in. They have also shared details on using it.