OK I figured out how to change the flagship after wasting a couple hours looking for complex strings variables and what not I decided to do something really basic and it worked -go figure... Anyway I change my flagship to a carrier by renaming the entity files for each as well as changing the name on the second line of the file. Moreover all the players get the new flagship it does not change just for you. I have not tested that purchase function yet but I will shor
Spartan
@Alcari - No worries brother. I get caught in the heat of the moment sometimes. Additionally, I'm aware of the "auto use" for the upgrade. What I want is to be able to preselect the ability for each level so when it reaches it, it auto upgrades what I selected for that level because some abilities have a few level and I may want to enable all the base abilities before advancing in any one or I co
@P5y - I had also thought about that but I figured it programming side of it would be prohibitive to say the least. But hey, I'm by no means an expert on programming I was simply considering all the calculations necessary to quantify the exponential values of the possible paths for each of the AIs. If it could/would be possible it would be real nice and add a boost to the level of realism in my opinion.
"what do you mean" I believe he wants to be able to shoot a probe into orbit around a planet and receive continuous telemetry data from it until it is destroyed and that the scout ship should be the delivery vehicle. "There's an option to toggle flagships when you start a new game." I also believe he means he wants the option to select the class of the flagship (I really do as well) and to not be stuck with a
I also thinks that you shouldnt be able to colonize a planet right after a bombardment. Maybe a planet gets a quarantine-time that ticks down after you finished your bombing. Yeah. That would add a nice dynamic to the game. You could have nukes which would make the planet unlivable for maybe 10 minutes game time but do vast damage infrastructure and population quickly or you could have some bio weapons that targe
Visually I think the nuke explosions are a little big at the moment. Anyway scaring and a color change in the atmosphere would be great additions.
The TEC (and maybe Advent) should be the only ones to get access to the Black Market. Lower prices (or perhaps better - more goods available) would reflect that better than exclusive access. That is a reasonable type of solution and one I would support given the nature of the race.
I'm all for StarBases. I would love to have a Babylon 5 myself.
indeed, a better location for active effects would be inside the unit icon (middle bottom). I agree 100%
I'm all for slowing down the game play - especially the combat aspect as I have said before. I want to fully enjoy the battles visually and tactically thus seeing the fruits of my labor regarding fleet construction, ship placement offensive and defensive maneuvers as well as have ample time to play nurse made to my fledging and veteran capital ships.
UPDATE: Since I have gone into detail on different things in other posts I wont elaborate on the same items in this thread. I'll post links to the other threads as needed. Links to the other threads: Comprehensive Unit Information Worksheet Black Market (BM) Ideas NOTE: Sorry about the double
A most excellent post Comassion. Your writing makes me think you took classes as the CWC or at least minored in military history. Regarding your comments I believe I'm already on record as being in the same camp on all points in various threads. The super simple equation at least for me goes like this: Platform Specialization + Combined Arms (+/-) x Advanced Tactical Systems & Controls = Kick-ass Simulation. Regarding the groups on the side bar, I would like to see units
I was thinking about the stats I would like to see regarding each ship in my fleet when I clicked on the unit info card. So I decided to come up with my comprehensive index for what its worth. It is obvious that many of these stats and related systems would have to be developed and added into the game as they are no yet present or if they are they have been disabled for the purposes of the beta test or simply have not been considered. This is by no means a complete list as I
I don't have a lot of time right now but some quick thoughts... I firmly believe we need several more specialized ships. Such as ECM and ECCM to name a couple. Additionally I would like to see something like a three point platform plan. For example on one end you would have a super fighter and on the other end there would be a super defender. In the middle there would be a fully balanced multipurpose ship. Then there could be additional research/race based specializ
I think things like editors and a graphic encyclopedia should be add-on bonuses that can be developed later and given as updates after the first release.
I hope there is some form of interactive functionality regarding the AI and alliances. Otherwise the entire system is academic at best and useless in general.
OK that makes sense. I agree staging/scrambling would be a natural reaction to a confirmed inbound warning.
Or the ability to pay off the pirates to attack another empire. Some how link it to the bounty feature perhaps. Yeah. I knew I forgot something real basic - good job. I hate trying to type after 18 hour workdays as well as during that all important two minutes in between client meetings. I tend to forget a lot of stuff and my fingers don't always hit the right keys.
I was wondering if it may be better for IC to include a small system speck application in the next update. That way they would have a standardized format the way they want it as well as some tests and we just email the data back to them. Additionally we could simply use the Direct X or MS system specks applications but that would not give them test data.
Hmmm.. the fighters and bombers always go for the baddies in my games when they enter my systems.
But the results, cant be compared from different patch versions, as the saves cant be 100% the same. True...so when a new patch comes out, we get new saved games for that patch and we all re-run the test. I see this as an on-going event. I think "beta tester" implies we all need to work a little, even though we paid for the priviledge. HEHE! <img onload="setImageSize_onLoad(650,this);" src="http://images.
I have blown away the AI full-boat on hard with my "Spartan defensive measures" every time. I like to think on some strange level I'm recreating the battle of Thermopylae when I'm doing this except now the good guys win.
It does not stand to reason if I follow you correctly. This is so because R&D advancements are not dependent variables of implementation. Implementation in and of itself is a pure economic factor with a logistical dependency.
Very nicely done Booly.
To continue my earlier post, I also think that the pirates and the BM should be linked in some fashion to further enhance the system. For example when the pirates take over a new system the prices for goods drops conversely when they loose a system the prices rises. Furthermore when a player attacks the pirates that players prices should rise because the BM management and its suppliers (read as pirates) have a difficult time trusting the player - to some degree. There should a