couldn't agree more! like i said on IRC think about all the stuff you could have done in all the time you've played SoaSE Thank you devs for a truly fun/addictive game
AvatarCenturion
[quote] I got another string error "String ID:'IDSplaneDetailsInfocard_Culture_Takeoverstates_AlmostAquired" Known and fixed [/quote] sweet!
hmm im going to go with another drunk/high post
I got another string error "String ID:'IDSplaneDetailsInfocard_Culture_Takeoverstates_AlmostAquired"
totally agree
[quote]You forgot ducks, and in extreme cases, goats. [/quote] who needs that when you havea a llama, or in extreme cases eet's mouth/fingers
One thing that I have noticed is that the Vasari Bombardment platforms swap from the alien voice to the TEC missle platform operator. Anyone else find that?
haha he did a good job, literally a good job it was funny because he wasn't expecting the attack, but it played right into his demo!
my friend posed the idea for TEC and Blair said that he may think about it
y not make it a contest, you guys amke a new trailer, we beta peope will decide and then the devs can approve or not. then they can work on the importatnt stuff, like finishing the game! Like i said before, you guys have made a kick-butt game <img src="smiles/Cong
ok heres the thing, there will be no boarding, however the Advent will beable to take control of other ships for short periods of time, however for the expansion, a possible explosives team MAY be included.
[quote]Excuse me but... thats really not the point... Early game who the hell has spare money? Nobody who's doing the job right. Mid game too. Late Mid-game to late game in a map with say 30 planets and you will have full fleet cap easily.[/quote] Ok I finaly understand what you are saying,basically early and mid game there is a lack of resources, but after conquering a couple of the enmies planets then the balance of power shifts unequivically to the larger empire. One way t
[quote]It was a beta 3 issue, but it turns out it works mostly fine in B4. We had a -- huge! -- issue with a save taken after the player dropped out -- we ended up with the player in question being controlled by the AI, even though he was still in game! (The AI even sent AI PSTs for him... O.o) [/quote] yea, he could build, research, and message but couldn't control where ships went, and the AI still talked over him.
[quote]It usually meant that 3 cap ships was an awful lot of capital, building more would take a very long time even with refineries going... whereas now 3 capitals is fairly easy and 5 is not too uncommon even in small games. They are also more easily replaced, allowing for their abstract value to be 'lessened' because sacrificing them is no longer an immense investment lost, usually permanently. [/quote] losing 3 capital ships is still a big deal, even late game. the amount of r
and then you would post it for all of us to see, right....?
[quote]and it has the previous KOL in it!!! [/quote] ahh *sob* the old kol, the first ship I used to decimate an enemy planet I like the new Ship designs HEY DEVS AWESOME JOB! Everything looks so much cooler, now if only I could make it so that on unpopulated planets the ships trageted the closest ship over the Korsav....
After reading all of the posts it seems ot me that the problem everyone is having is still congusing me a great deal. Gaunlet said that the economical system allowed him to replace his losses quickly late game [quote]This is entirely reversed and in small games, Cap Ships are numbering too high IMO. The ease of replacing losses now makes it more about a rolling economic battle than it ever was before. Its one thing as an option, but I really don't enjoy it all that much for 'vanilla' or
i still thnk that the flag ship should be able to set up a special com tower in a STAR gravity well, late game so make it a lvl 10 feature
knew there would be a reward for reseting my internet connection
[quote]you got a picture of yourself? [/quote] im not sure i like where this is going.... ANYWAY [quote]You know, I'm glad this particular beta community is so.. reasonable! A rare commodity these days. And it's quite refreshing to not see "OMG WTF I PREORDERED SO I PAID FOR IT AND I EXPECT PERFECTION FOR MY MONEY" type posts (some of you should see the Hellgate London beta forums...). Anyway, thanks for the heads up <IMG id=ImageResize_Image_8 src="smiles/Smile.gif"
[quote] *huggles all the beta testers* I [/quote] are there really any girls playing this game?
ahhh so thats why! Thanks for the heads up!
Your idea is basically the beta 1 phase jump inhibitor (the one that blocked both incoming and outgoing traffic). Plant one at a choke point and let the mayhem begin. Watch, and laugh as the pitiful AI "tries" to take it out. yea I like that one much better! unfortunatly it was to much of a death trap.... Thats because the gauss
if every other planet with that many jumps away is a nebula or asteroid belt. would be hard. I think there should be something in the game engine that allows you to override the 15% 15% 15% thing there should be some sort of mega broadcast coordinator that you can build in the stars, that way it can be destroyed with out defenses yet affects all of the surrounding bodys
I thought of this after the umpteenth time that pirates had rushed right past my gauss platforms into the soft underbelly of my system Somewhat offtopic, but why don't you build the defenses at the underbelly? because. if you can smoke your enemy at entry you just build around gauss all the way back, problem is that now the pirates are smart enough to simply fly around... <img src="http://images.stardock.com/gc2/T_DL/s