Are you running at 100% morale at all? Even on a slow breeding race, that would build your tax base quickly...
Starstriker1
I've noticed this scale difference too. It's quite frustrating to have a new hull type that doesn't look appreciably different from its predecessors in the combat viewer... oftentimes my tiny hulls have looked bulkier and bigger than my small hull, and measure up quite nicely to the mediums! I'd love if the numbers were just tweaked a bit to get some dramatic ship scales into the combat viewer.
How did everyone get to war with you? Normally, they're pretty timid when militarily outclassed... either you started those wars, or the Drath were really convincing! ;)
Maybe creativity would work better if the chance was based off of how many research points are required to finish the current tech. You'd still be able to occasionally luck out on some of the expensive techs, but you'd see creativity more often for the tiny, incremental ones.
In the latest beta, I've noticed that every time I load up a game, all my current freighters start back at the start of their routes. My current game has a setup with all 11 of my trade routes (playing as the Korx) going from Korx to Iconia, and this resulted in all 11 mini freighters being on the same tile. While this makes them easier to defend, the huge dip in trade revenue every time I load a game is quite noticable!
Techen, this is an old thread. The recent updates fixed this issue, there's no need for necromancy here.
I believe, for instance, that the Korath have disruptors in their tec trees. Other races get a new set of first generation weapons. Seeker missiles replace stingers for some races, which are very tiny missile weapons with a correspondingly high cost. Kinetic streams and scatterguns are cheaper yet bigger than lasers and railguns, respectively.
I doubt the editor will have the required functionality to add that. Alas.
How would it upset the mechanics, aside from denying the player the control over when the research on the ships is done?
Running out of time? What's this "real world we're running a business here" stuff you speak of? ;) Despite all my whining and frantic suggestions, I'm loving what you've done so far with the ship editor. The new components from the latest beta are fantastic additions, the animations (however limited) open up tons of cool looking design options, and I'm spending more time in the ship design window than ever.
The improvement for protecting your trade routes despite loss of individual freighter is not working as advertised. The Krynn set up shop on my important trade routes and shut them all down, crippling my economy, despite the extra expense I paid to quick buy the improvement before they could do so. Other than that, I'm liking the Korx. Not too dramaticly different or unique, yet they are very good at making a buck! I never got a chance to try the mercenary stuff, though... probably my b
I prefer to do my stalling with hyperdrive equipped nuclear missiles. ;) Ah, the Sparrow/Stinger/Harpoon line of weapons holds a special place in my heart. Overkill rocks!
The humans retain most of the current tech tree, though, and certainly get a strong position with regards to fleet modules, research, and engine tech. They're probably the most well rounded race in TA, with the Arceans playing close second. That said, I haven't had a chance to try the Krynn, Drath, or Korx yet. We'll see. :D
TA lets you build carriers well enough. Speed bonuses, fleet coordination modules, all that fun stuff is there waiting to be slapped on a cargo hull (or maybe one of the larger hulls if you want a little firepower, too.) Carriers in space combat are support ships, keeping fleets going over long distances and fierce battles. Launching tiny fighters doesn't really make that much sense given the distances involved. You're better off with a missile when your target is a nice healthy 3,000 kilometers
Some don't get those components, actually. As I recall, the Yor and Torians don't have stellar defense techs at all. From what I can tell, the Terrans have the best combination of fleet and ship enhancement techs, with all sort of options available to them that other races don't get like the warp bubbles, stellar defense techs for both offense AND defense in friendly territory, and advanced versions of the fleet ehancing components. That said, I haven't played the Krynn yet, an
[quote] ...but the maintainence costs and capacity of the research ships would need to be set such that they would not be getting the best bang for their buck... ...The ships would not be an outright replacement for the labs, in that case. Then why have science vessels? If using them isn't going to be a part of a practical strategy, then what good are they... a money sink? [/quote] You only have so many
The naming should probably be different, tho'.
Yes. The graph is a convenient, if usually inaccurate, indicator of military strength. I believe it is calculated as (total attack + total defense + (total HP / 10)). The AI uses this value to tell if it's stronger than an opponent. Obviously, this evaluation is pretty simplistic, and can make the AI think its tougher than it is. Ships in orbit are 1.5 times as powerful, meaning that they are not as effective on offense. Military starbases have a similar defense-only effect unless they
DivineWrath, I'm not sure I agree with your first concern. Imagine, for example, that a ship provided 4 points of research, with an additional 4 bc maintainence cost (or more!). I don't remember the maintainence to ship cost ratio, but lets say it's 20 to 1 for the sake of argument. That means that the component that gives you a measley 4 TP is costing you 80 BC at most, which is a substantial addition to a ship's cost. More realistically, creating that much output in space (even with the advant
He knows what he's talking about, and it sounds pretty accurate. The Korx are libertarianism and capitalism taken to the utter extreme. The only thing Draginol is guilty of is understatement.
Just posting so that this appears in "My Replies"
Personally, I'd just like to see a newtonian physics model for movement, even if there were artificial speed constraints to keep things reasonable! Big huge battleships moving on rails looks pretty wierd in a lot of ways, since they don't also have the agility or sense of momentum that ships in, say, Star Wars possess.
The only thing I'd add to the list of animations is blinking lights. For combat animations, variations of the above animations that occur whenever a shot is fired would also be cool. Maybe I want the geometry around the mass drivers to spin when a shot is fired, or a recoil animation to be made... oh, the possibilities are endless. :D
My suggestion is to make any movement made to a square adjacent to a friendly planet FROM another square adjacent to a friendly planet completely free, with no movement cost. This would not apply to attacks... attacks would still eat up movement points. This seems a little radical, but consider the fact that it is already possible with current game mechanics! If you send a ship to a planet, the move that puts them in orbit doesn't count against their movement limit. However, in the same
I find that I'm often on the defensive due to my tech rush/late military strategy, so I'm fond of military tactics that let me pick away at a superior force. Typically, that means picking and choosing fights, as well as VERY carefully managing distancing and planet defenses. I'll typically build ships powerful enough that one of my fleets can consistently thrash enemy fleets (though there is typically a need to repair/replenish numbers afterwards), leveraging a tech advantage in war even with my