DeadlyShoe

DeadlyShoe

Joined Member # 2406025
1 Posts 176 Replies 11,380 Reputation

If it really bothers you, you can fiddle with the ship stats or adjust the damage types in gameplay.constants so that everything does more damage.

24 Replies 7,834 Views

Heh. I played my last game with high rate of fire on weapons and 8 bombers/10 fighters per squad and generally higher command points. Fighters/bombers had slightly fewer HP... Assaulting the last enemy stronghold was ridiculous. It had 27(!) hangar defenses. With an even split of squadrons thats 216 bombers and 270 fighters. Holy shit. Entire fleets of ships went down in ruin and defeat without killing anything larger than a frigate. I mean... with the rebuild times I had,

19 Replies 43,626 Views

Well, you can adjust the galaxy stats in the gameinfo/galaxysetup.galaxysetup file by editing it with wordpad. That includes the minimums for custom galaxy. Just make sure to back it up first. And if you mess it up and the game crashes, dont send that crash in.

24 Replies 8,642 Views

Cheers Blair. Und now... more! -Autocannon shot spray sometimes doesnt seem to reach the target. (Kol?) This might just indicate a miss, but it looks weird. -Fighter autocannons are ridiculously difficult to see. (1024x768, high qual.) -Phase jumping a Sova Carrier to another system will trigger the use of Embargo and Missile Battery for whatever reason. -If you had the option to enable icons for individual fighters rather than squads, that would be nice. Fi

482 Replies 357,962 Views

My favorite so far is the Sova Carrier. It's loads of fun to interrupt trade routes and steal money with Embargo while you're busy blowing up their crap. Missile Batteries give it great firepower. And Heavy Fighters is a great-looking ability for being passive. But it's hard to tell if it actually works. You get 3 fighter squads at level 4. I'm not sure how much more. My only real complaint about it is that its high power ability (instant fighter rebuild) doesn't seem very

7 Replies 22,885 Views

When a capital ship is waiting for formation jump, fighters seem to have more trouble auto-docking. You can see this happening here . The fighters fly into the ship without docking, then fly out again. Statistics-keeping: I noted that for some reason one of my enemies managed to reach negative Squads. I don't know how.

294 Replies 245,707 Views

Trade ships can get into a condition where they trade with their own tradeport, giving you functionally unlimited credit flow . I think this happens when you have a trade alliance with someone who has no trade ports.. or maybe after canceling a trade alliance. I haven't managed to narrow it down yet. When canceling a structure order, it should always take the last one in the queue, or at least one that's not being built. Rshift should work just as well as Lshift. Currently i

482 Replies 357,962 Views

It might be your memory, that sounds pretty weird. It's not the Duo, I don't think. Well - in supreme commander windowsXP, you would get similar behavior if you had /usepmtimer in your boot.ini. But I don't know how Vista handles that sort of thing.

13 Replies 3,277 Views

#5. Fighter Craft really need to dock before jumping into Phase Space. #6. Ships that are grouped with the Ctrl function should stay in formation, and should jump into Phase Space at the same time. - They will automatically dock when their home is issued a jump order, but they often wont make it and will become homeless and eventually asplode. - Just to check: you know about right clicking the phase jump order? Doing this aut

482 Replies 357,962 Views

Capital ships seem hard to pick out when you're at 'icon' zoom level. This is exarcebated by the Kodiak frigates, I'm always thinking they are a capital ship for some reason. For this I have a suggestion: Capital ships should have brighter (or darker) icons so they can be picked out as a type. What exactly do shields do(i know they protect the ship) are they simply an extension of the health bar. i see on the info card about shield mitigation but the hu

482 Replies 357,962 Views

Minor quibbles: Some of the auto-use ability AI could probably use changes. What comes to mind: Ion Bolt - used against everything nearby to little effect - it should stick to dangerous targets. It just costs too much to be used against a Crystal Extractor. Shield Refresh - It's used on any ship with the tiniest amount of shield damage; it should instead be used on ships that have massive shield damage. It would be nice to have a toggle that lets yo

3 Replies 2,493 Views