Not to presume too much, but I had been under the assumption that work was now focused on Diplomacy - are new patches still in the offing for Vanilla/Entrenchment before that's released?
Star Dragon
Two things, Thalatos: 1) Incorrect, thankfully. 2) You can enjoy Sins as long as you have a PC to play it on.
You'll have a choice between Entrenchment and the Original - there are distinct shortcuts for each, although I suspect you'll likely never use the regular link again ;) As for how Diplomacy will work, I'd imagine it will be much the same but unfortunately I can't confirm that. I just don't see any reason why they'd change that format.
WooHoo! ... now can anyone hit the fast forward button on the workday?
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[e digicons]X([/e]
Yeah, I thought of most of that so I can't argue that you have some good points. Here was my reasoning: Overall balance of being able to trade designs: This was all predicated upon the potentially incorrect assumption that gifting ships would be allowed. If that was built in, I would have assumed any balancing issues were worked out to at least a moderate level (to be later refined by additional player experiences, as per usual). If the information I had was
If I could make a simple, humble request: assuming this is the opening of Diplomacy, please don't automatically uncheck the "play video" button every time you open up the game. I enjoy these and they help me get more immersed when I've been away from the game for a little while.
I was reading through the thread where people had mistaken the placeholder graphics for the new ships, and a few thoughts occured to me: I believe I heard someone once mention the gifting of ships being allowed in Diplomacy, so why not also allow limited trade of space ship specifications between allies of different species? It shouldn
[quote who="Blair Fraser" reply="13" id="2397245"]I'm not going to get into the details here because I think any 1v1 case is a misleading excercise. We never, ever balance things based on 1v1. Its a non-linear system. Also, we pay more attention to a holistic balance than a reductionism approach of the individual unit vs unit matchups. [/quote]And that's why I love you guys. Well, that and all of your charming personalities, of course. [e digicons]:-"[/e]
1) Yes 2) Passive ability, once the Akkan colonizes a planet then a countdown of 360 seconds begins. Any functioning extractors in that planet's gravity well operate at a higher efficiency level than usual. 3) Strike craft don't have any channeling abilities. It applies to any vessel with a channeling ability (you magnetize a larger ship, which in turn pulls strike craft toward it - you don't actually magnetize the strike craft themselves). 4) It never
note: you turn pirates on or off from the game options screen that comes up right before you start a match.
They're in the Pacific time zone, anyways - probably still having breakfast. I'm thinking pizza should wait for a few hours. Beer, maybe a bit earlier ;)
From that startup list, I wonder if you're not making enough carrier cruisers. Yes, starbases can make plenty of strike craft but they are limited. Sending an assault with five or more carrier cruisers stocked with fighters will likely make you life much easier. Keep your bombers docked until the fighters have had a pass or two. At that point, you can send out bombers to unleash their own brand of torment on the starbase. Also, I usually want to micro atta
You want to have the highest bid on some other player before the bar fills all the way up. After they've launched, it won't help to keep adding to the bounty on someone else. Pick on one enemy that you want to place the bounty on - you DON'T want to spread it around. As a side note, the bounty is something that all players will have access to - depending on how much mayhem and destruction any player causes, they'll draw from the bounty. Because that's the only way
Good ideas, all around. I think a Juggernaut level would be very good, and of course AI improvements aren't mutually exclusive with such a feature. Actually, I think the notion of just having a prebuilt AI fleet without the resource bonuses would be a good choice as well - it would create a different, more flexible kind of challenge. A tickable option box as you're picking your AI opponents would be proper for such a thing.
And also, Returning Armada is limited by your ship cap. As I understand the original idea, these wouldn't be your ships and therefore wouldn't use up and fleet slots.
http://answers.yahoo.com/question/index?qid=20070921035253AAGm1Tk Also, ask your bank - these types of cards are not specific to the US, and many major banks worldwide provide them. Western Union sells them over here, so Fexco might sell them in Sweden. Even better to avoid any fees, open up your own account solely for the purpose of using
Trying to avoid the vitriol, but what payment method would you use to pay this bill? Would it be a money order, perhaps? I would imagine they could use one of those in place of a check, but you're kidding yourself if you think any game company will give you a full product/non-demo without receiving payment first, and has already been explained the particular product you're asking for is only available by direct download.
Look, just because I made a mod that changed a capital ship name to the Jarrasul Obamanator ... j/k People throw about crazy ideas all the time. Yours are no worse, and there's some merit to be sure. However, I have some reservations. I can see it going like this: Day 1 of release: cool! I get to line up all my favorite ships and see wh
Yet fairly realistic - why die needless and practically preordained deaths when they can hopefully live on as your vassels? It's uncommon for a surrender to happen that fast, but as noted it does happen.
[quote who="Pignasty" reply="5" id="2389477"]I did have a question about ship AI. I read on the forums that individual ship AI is such that you don';t really have to command units to do ttheir jobs. IE seige planets, control cap abilities, etc. Does this mean it is not very effective to micro manage fleet battles (vs computer AI only, single player) as opposed to just jumping a fleet in and letting it do its own thing? [/quote]I wouldn't be so fast to discount the value that effective mi
[quote who="Whippersnapper-DirtySanchez" reply="14" id="2388483"] Not to pry, but what's preventing you from trying it online? One thing that surprises me is just how many people say that their Internet connections aren't up to snuff for online multiplayer. I believe them, but I do find it kind of sad that it's still such a big problem today. Perhaps it's just hard to get halfway decent broadband Internet access if you live out in the sticks. [/quote]I've play
[quote who="MaarekStele" reply="9" id="2388156"]Online play is the best. [/quote]Well, except for those for whom it's not (I think I saw an entirely different thread on that issue so lets not make another one if that's okay with everyone else). Yeah, AI target selection could certainly be a bit better. They probe for weaknesses pretty well (sometimes excessively, imo), but then they don't always have fleets constructed that can get the job done. I suppose humans can b
To be fair, they've sent one in with an escort on me, before. In fact, they've had an initial fleet engage and then sent in the colony ship to build it. I have no idea if this was by design or not, but it's the most effective way in my book (get my fleet busy and then sneak one in to start building). Unfortunately for the AI, their modest fleets usually get trashed pretty quickly whenever they're within range of a starbase of mine. I just think the tech that speed