[quote]so... no story mode?[/quote]Big assumption there. The devs said it wouldn't be a campaign in a traditional sense, so maybe we should wait for the big unveiling to know for certain if there will, or won't, be a story mode. ;)
The Wicked Flea
That's part of the point Annatar11, either make them selectable so that the person who is the strategist can control them easily enough, or automate them with ways to control them. Only carrier capitals have multiple squadrons though, so you could just have two ... one for fighters and one for bombers. :D
Don't care about point 3 or 1. Sometimes the only ship I've got in the sector is a colony ship, and if it isn't a combat ship there's no selecting it that way. I kinda agree with point 2. Fighters and bombers shouldn't be drag selected unless they are the only thing in the region selected. If they're autonomous, the craft must be ordered to focus fire upon the host's target--unless it is a hanger. This way we can tell a carrier to attack something specific and still get our fighters
[quote]Movement[/quote]Lots of disagreement here, so hang tight as I address points of it. [quote]As stated, the fact that my ships engage at full distance means I have to zoom out further to manage them, and makes for a generic feel, and makes for very unbalanced gameplay.[/quote]The only problem is you managing them, however, this is how they would realistically fight. Lasers, missiles, and autocannons all have [B]NO[/B] range limits in space. You want to talk about balancing, the b
[quote]Its about time for some new journals, what the heck is everyone doing ? [/quote]Working? ;p Though a new entry now and then would be nice.
[quote]Crap, I was gonna preorder this week. >_ [/quote]It doesn't look like it, however, if you buy it through a TotalGaming subscription you do get into the current beta version regardless. AFAIK the only update coming is a Beta4 update that fixes some stuff and adds diplomacy in.
[quote]exactly, I don't want the old one back either, but rather a hybrid of what we have now and what we did have, i am sick and tired of enemies retreating their whole fleets as soon as they lose a capital ship...[/quote]I don't honestly see why you'd [i]ever[/i] throw an inadequate fleet into the teeth of someone else's defenses. Obviously if they're losing ships, capitals at that, either their tactics or fleet were flawed. Or your defenses just too strong. Retreat is a perfectly valid opt
Having started a game in the Starburst map, I can freely say I like it. You could improve upon a few things overall, but so far the map is fun. So far I've found no artifacts or bonuses on a single world, and I think the asteroid "connector" to the star probably should be a dead one. ;) Other than that, maybe a desert or ice world to replace the second lava world would make things a little more varied. Don't forget to enter the number of players, recommended team settings, and descrip
Adam's way is indeed misnamed, for the filesystem that is. You should remove the apostrophe in future versions to avoid the clipped filename.
Actually, it appears Eidos had little to do with this, and it was a legal thing between Gamespot and Gerstmann. CNET's official response to why there isn't more information is:[quote]CNET would not elaborate on the circumstances, stating only that it was their policy not to comment on the status of its current or former employees.[/quote]Considering that Gerstmann himself admitted there are legal reasons preventing him from commenting upon the rumors I think it's safe to say there's something e
In that case Ron, you might want to update the info on the Jarrasul Evacuator. The Drain Planet ability is so powerful that when using it I've [i]never[/i] had a colony survive. Perhaps that is the AI's fault for too little fortification tech, but it is a big example of why you don't want to let this thing get close to your worlds! Oh, and you also may want to note that the Nano-Jammer's have no range limitation. If the enemy is in the grav well, it's jammed. ;) Powerful, but easily
No offense, but this is why I avoid places like Gamespot. They seem so incumbent upon advertising that they'll pitch a bad game just to appease a publisher. Firing the section editor for an HONEST review isn't fair, that's stupid. Proof is in the pudding, and the Gamespot brand is way sour.
Included in the MiniDump is the autosave, roughly 10 minutes prior to the crash. At the star "vindematrix", my enemy's home solar system, there's an asteroid called Kasuga. I have two worlds in the system, each with a media center. In ~10 minutes the asteroid is practically overwhelmed with support, and I warp my Jarrasul Evacuator in to colonize the world. For some reason at this point the game just absolutely crashes. Maybe it's fixed, but here's the minidump plus autosave just in
Edit: NVM; beaten by Multiana.
Kanrak Assailants will not follow fleet-linked hyperjump orders with the "charged warheads" upgrade. The impediment to mobility causes them to pick a nearby target and stay behind.
[quote]1. moving planets one thing that annoys me is that the planets are stationary. yes it would be hard to make planet movment simple but it could be a cool effect to add to the game.[/quote]Removed for the fact that it increases difficulty and increases CPU usage a lot. 5 stars multiplied by approximately 6-12 bodies per system. This used to be in, it was removed, and won't be returned. [quote]2. Focus in game with more than one sun there needs to be more distance between
[quote]There was a discounted DA+TA combo package available for a while after TA was announced, but AFAIK it's since expired.[/quote]I remember this, but at the time I still wasn't interested. Maybe I'll just wait for release and any possible discount package that comes out then; I'm not in a rush.
Some might remember me, most probably won't. I bought GC2 only ten days prior to its release and enjoyed it for a few months. Then I got bored, quickly. DA was then announced and I wasn't too interested--the expansion made the initial release a bit better than I had seen it as. Now TA is in beta, and NOW things are beginning to sizzle. Only one problem: if I buy the two expansion packs I pay $55.90 instead of the "DL: Gold" $44.95 for the whole deal. What gives? I don't really wan
[quote]The biggest problem with Starcraft 2 is that it is Starcraft. Regardless of how great the orginal StarWars was it might have just been too great to make the second set. I think this logic will apply to anything that has been hailed as "The BEST" as to whatever it was.[/quote] [quote]I'm still extremely curious what people consider about starcraft to be good in the first place...[/quote] I honestly couldn't have said those better. But why are we talking about StarCraft in a UaW th
Petroglyph is Ex-Westwood. They should've done better than EaW, but hey ... they were contaminated by EA. I'm not surprised. UaW sounds, and looks, even less interesting actually. War of the Worlds +2 factions anyone?
Raiding is easy. I don't see the trouble. I just warp in with a capship and a few escorts and hammer away at things. Use more scouts on explore to get a better view of what's happening in a region.
I don't really mind, but a big limiter that made the game a challenge was when the supplies ran out and you HAD to protect your trade routes. So I would propose something. Graduated processing rates. First, if you are harvesting from an asteroid and you run out of surface stuff, of course it'll be slow! But until then, the harvest rate will be quite normal. What if research put additional mineral supplies within your reach? For instance level 1 of metal mining (TEC) would increase
Movement at a star is bugged it seems. If you give a ship a jump order it is insanely slow, though force a move or attack command and it works fine.
[quote]Flea if you've read my posts (of which there are way many more than are worth my time) why are you spreading around the vast odor of ignorance? if the Devs think that the vasari are underpowered, and agree with multi and her ilk then it will be fixed CERTAINLY because there has been enough whining about it.[/quote][quote]now back to some RELEVANT topics, like why are the pirates so strong again? they have begun spewing out 50 unit fleets every few minutes once again. I'm concerned the AI
[quote]At lvl 3 it does 40 s * 30 dmg/s = 1200 guaranteed hull damage. Which basically means that it is a guaranteed killer against a capital ship which has under 1000 hp left (repair would need to be extremely fast to survive that).[/quote]Sure it's deadly, but the Evacuator MUST get in range and it is quite slow. If you've been hanging around long enough to take that much damage and THEN go to flee, then you might have a chance due to autocast and antimatter levels. <img src="smiles/Wink.gif"