I thought about that close range maneuvering issue, but I can't see it being any worse than it is now. Worst case scenario, the guns shoot out backwards through the engine pods, just as they tend to now. The issue would be lessened if the "battlefield" was made larger so that there was a greater distance between combatants, too. Oh, yeah, and I would love to see larger scale differences between hull types. Yeah, I know that they aren't actually THAT much bigger than one another
Starstriker1
I've seen instances where the weaponry on the starbases makes attacking them a bad idea. THis is generally the case when using small ships in large fleets... attacking starbases depletes fleet strength when you're already having to conserve your military strength. Starbase defenses are only REALLY viable on slower tech speeds, though. That's okay, that's the way I prefer to play the game.
As it is now, ships in the battle viewer move around as though they are on rails, and very rarely face their opponents (let alone face them when firing!) This can sometimes look really wierd, especially when most ships very obviously have their weaponry pointing forward. I propose that the movement system should take into account inertia and thrust, with ships rotating independently of their current heading. Ships would then attempt to face their current target, aligning most of their w
Something that has a semi-plausible description of how it works might be nice. "Stellar Disruption Beam" or "Fusion Accelerator Weapon" might be more appropriate.
Hell yes, I've wanted to see this ever since playing the supreme commander beta.
I'm telling you you're the only one posting SCREENSHOTS. :P
That would explain why I constantly have to build new troop carriers after every invasion.
Black holes? ROCK size black holes? :P At that point you may as well just toss the thing into the sun and destroy the solar system that way. Using a black hole to launch ROCKS? Might be overkill. Maybe!
I haven't been able to tell if they're getting better at knowing when they're beaten... I've been too busy getting my ass handed to me by the Drengin and Korath (both at once, too... figures). I have noticed that the Torians are zipping around and hitting where they aren't expected, though.
Fact of the matter is, people have problems with being stuffed into sardine cans in order to fit more taxpayers. Overcrowding is what is killing your morale... a planet simply cannot happily sustain 20 billion people! I mean, hell, look at Earth. We're already looking at severe overpopulation, and we're 6 billion people! Most of those 6 billion people are not consuming resources at the rate you or I do. Imagine what a space age, planet wide society would be looking at for resource consu
They seem to be much more tactically proficient in TA... we'll see how that pans out, but they don't seem to be the ridiculous pushovers they used to be.
[quote] Square root 36 = 6 =6 defence mass drivers your 10 mass driver weapons >6 damage 40% of the time, other 60% attack is lower then defence? I'm aware of the math. Thats not the behaviour I was seeing. Volley after volley outright missed. There was a bug a while back where the defenses barely degraded when hit by a series of off-type weapons. I was under the impression it was fixed, but I'm not sure. </DI
Super abilities need looking at, but I don't agree with your suggestions. The Super Diplomat and Super Breeder abilities do NOT need to be made more powerful in any fashion, as they are already ridiculously good at what they do. Super Diplomat gives a huge incentive to tech trade, keeps you out of wars, and generally keeps you from needing to fire a weapon until you're ready to. Super Breeder lets you build you economy at a ridiculous pace, making it the most economically useful su
Galactic Civilisation AI doesn't knowingly cheat, ever. If they do, it's usually a tiny design oversight. They compete with humans on equal terms unless you're playing at a difficulty level HIGHER than tough. As for the Torians, keep in mind their strengths: *They breed fast enough to put a rabbit to shame *They have cheaper technology, allowing them to build ships faster There's potential that a bug in the tech tree is allowing them to get advanced warp drives, too, wh
I don't think I agree about the Iconians. Their relative economic weakness is considerable. Heck, even with their MONSTROUS economic techs, they still struggle to maintain their expensive buildings and ships. Lets also not forget that if an Iconian player tries to get into an arms race with a Drengin or Korath player, they WILL lose, since they just can't create powerful enough ships. This is especially true in the mass driver line of technologies.
Three pieces? Damnit, you're right, that WOULD work. D'oh.
It is a flaw in the AI which drives me nuts. That rating is not a very good indicator of military strength, and completely disregards military prowess. Wiping out several fleets without a loss using a first strike ability, for instance, indicates that you're punching above your weight. So too for a situation where a weaker military is focused enough to gain ground on the enemy despite having an inferior force.
[quote] Is there any chance this could be taken further, beyond a simple constant rotation? Components that could oscillate (in the manner of pistons) would be a great addition, ... You can already do that. Here is a template with a part moving back and forth. (sorry for the rapidshare link ;( ) The simple rotating parts provide a LOT of new optinons. [/quote] You can do that, bu
[quote]Square root 36 = 6 =6 defence mass drivers your 10 mass driver weapons >6 damage 40% of the time, other 60% attack is lower then defence? [/quote] I'm aware of the math. Thats not the behaviour I was seeing. Volley after volley outright missed. There was a bug a while back where the defenses barely degraded when hit by a series of off-type weapons. I was under the impression it was fixed, but I'm not sure.
The Drengin are getting access to the invulnerability fields too early. They haven't researched the preceding techs, nor has anyone else. In fact, they're matching these monstrous arrays of shields with Pulse Cannons! The result is that my frigates can't even scratch their heavy fighters despite their mass driver attacks. I don't know how they're getting the fields, but it's definitly a bug. Also... has the off-type defense issue been fixed? I'm surprised that my frigates, with 10 mass
How does a bug like that slip through? Isn't that what they're MADE for? ;)
Can they be fleeted? If not, that might be the best way to handle it, especially if they had a high logistics cost. I'd give my own feedback on them here, but the Drengin and Korath are doing a ridiculously good job of making sure I don't survive any game I start long enough for that to happen. Damn, they are getting aggressive with those transports and spore ships. They still have issues with sending them too close to enemy warships, but they get through and decimate the opposition wit
Oddly enough, I've never found that pause button. I must search harder, I guess! Holy CRAP is it ever fun to make animated ships. I haven't tried anything TOO wild, yet, but I have some ideas. Is there any chance this could be taken further, beyond a simple constant rotation? Components that could oscillate (in the manner of pistons) would be a great addition, and I can't help but think that combat-only animations would be a ridiculous amount of fun. Weapons ports opening, wing
Iconians? Animated components? TERROR STARS? This isn't downloading fast enough.
Damn. I guess it's too late too ask you to allow components that add both attack and defense values, eh? I kinda wanted to mod in stuff like lasers that double as point defense, and stuff like that.