I presume that the AI will react harshly to a weapon of mass destruction on the backdoor. Once again, I really hope that they get better at sneak attacks/preemptive strikes Probably the biggest thing is to just let them declare war internally without have to let their opponent know that they're allowed to start shooting. This would result in them declaring war with weapons fire instead of a messenger, as the player normally does, and would remove that delay between starting a war and fighting th
Starstriker1
[quote]I've seen this but not in the level you suggest. It seems to me that as the ship gets upgraded with HP it gradually takes longer for it to upgrade therefore essentially limiting the cap even though there never is, if that made any sense. For instance I've loaded ships in the past as big and powerfull as I could and took on sworms of ships and I would have to upgrade my ship a few times or move away from the front lines in order to not be destoyed even though the ship might have
Once you conquer a planet, it's yours and you can build whatever you damn well please on it.
While this problem existed in DL and DA, it's really noticable when you can build heavy fighters with frigate level HP. The way leveling up works, you can end up with as much or more health after any given fight even after taking damage. In this sense, attacking a significantly more powerful ship with weak ones is a PHENOMENALLY bad idea, since all you'll do is increase its HP. I feel that this unfairly stacks the game even more in favour of powerful, high HP ships. You cannot effective
I've experimented with two setups so far: 1) My mainstay medium attack ships have the targeting module I bought from the Arceans (25% extra damage for the fleet during a first strike) instead of the 25% more weaponry that would have fit in it's place. In a prolonged battle, it's not a good setup, but if you expect to destroy or cripple in the first volley or so, the huge attack bonuses during the first strike may very well be worth it... even if you AREN'T arcean! <img src="smiles/BigSm
Why would that get you banned? Last I checked, these forums weren't overrun with ban happy, "thou shall not criticise the administration" admins. As for the UI: on some popups (especially ones that you just click away with an "okay" button) there seems to be spot in the graphics for a button in the center of the window. This "pad" for a button is nice looking, but it confuses me sometimes when I click it first instead of the ACTUA
To be honest, the randomly generated maps didn't have that much variety. They were far too bland looking to be individually distinct.
I can't wait to play with those animations... first I've heard of them, but they look freaking sweet. To top it off, the sound effects aren't annoying! Good to hear the AI got another kick the in the pants politically. Damnit, I can't wait for this game to be activated for me in SDC!
Technically, carriers ARE support ships. I think he's right, blatant abuse of grammar aside (also.... gramical? )... you have to fleet the other ships with the carrier ("dock" them), but then they recieve the bonuses from being carried around this way (enhanced speed, damage, etc, depending on carrier setup). I'll certainly be calling my support ships "Carriers".
I'd take it a step further, personally. A random targeting scheme coupled with an upper bound on the number of rounds in a fight could make battles extremely interesting, and provide more room for tactics and logistics in warfare. Having random targeting wouldn't even necessarily mean that escorting transports/scouts would be useless: take, for example, this setup: Instead of randomly selecting a ship, randomly select a point of the fleet's maximum HP and target whichever ship that belo
[quote]What happened to every race having their own weapons? That seemed to be a big point pushed in the TOTA trailer. All that seems to have happened is renaming of the tech tree weapons for the races but they all have the same animations. If that's how it's going to be don't even bother giving each race "different" weapons.[/quote] I haven't had a chance to check it out yet (waiting for some wierdness with SDCentral to be sorted out by sales) but I imagine that the point is that the w
[quote]So how do they stack up, do you think, as a player race (especially in DA)? Is their Super Ability so weak so as not to be as worthwhile as a custom race or another of the races? [/quote] Utter crap. The racial super ability is POTENTIALLY useful in a galaxy with tons of extreme planets (of the correct types, no less...), but you'd be much better off starting with a custom race. The stock Iconian racial abilities are terrible, and they get almost no bonus points
[quote]What doesn't make sense to me is why the Drengin never discovered a way to create mini-fusion reactors which is the key to essentially creating a mini stargate or "warp drive" when they had thousands and thousands of years of a headstart over the humans. [/quote] I think the answer is in one of the sample Drengin tech descriptions Frogboy put up. The Drengin and Arceans used magnetic containment for fusion, which takes up a ton of space, and never really looked at fusion reaction
I agree, that is an excellent track for galactic conquest!
They're worse in DA, since their super ability is rarely worth the time.
For the purposes of stock TA gameplay, I can completely agree. However, mods may be able to make use of the values even if the stock game does not.
I've seen the Torians do that, actually. A low population torian planet near my homeworld was about to flip via influence, and he took a colonizer loaded with people and bolstered the population.
A homing device wouldn't help matters, since it too would be bounded by the time lag and accuracy issues. Probably, the best way to go about it would be miniature warp drives on the mines themselves, and just launch themselves at the target. They'd be expensive as all get out, but that resolves the accuracy issue.
The final tech in any weapons line is always the most powerful you can get for space, but at an increased cost. Generally, the weapon design immediately preceding it is more cost effective.
Honestly? I was just throwing it out there. I totally agree with you, cloaking would be a FAR more interesting addition. Heck, I think I'm responsible for a substantial number of the posts made in the cloaking thread you mentioned. Technically, it seems like an easy thing to implement. However, since I don't believe that AIs handle sensor ranges and scouting properly as is, getting them to properly deal with [I]cloaked[/I] ships would add a substantial problem for AI.
GOD I love Stardock. You guys rock. I really can't wait to play with this. Is this going to be something we'll see in the betas, or will it be one of those treats for the final release?
One possible justification for space mines, outside of the automated, one shot missile launcher idea (or perhaps as an extension of it) is that the warheads could contain some absolutely absurd yields. After all, movement capabilities and space aren't much of a concern on what is essentially an auto tracking disposable missile tube. If you have the capability of sending high yield nuclear devices at a target, a single mine could cover a very wide space while retaining a low profile and cost. Hel
Time for my regular completely unreasonable gameplay suggestion: A new set of components for warships designed specifically for punching through defenses. It'd add another set of stats for ships and fleets, in addition to attack and defense, boosted by special components. The counter defensive components would serve the purpose of nullifying the target ship's defenses in the given category. One way that this could be done is simply reducing the defense rolls of the target whenever a shi
I would pay good money for an invasion to work like that.
Alright, just for fun, lets rationalize the setup, IGNORING for the moment that the whole thing is absurdly over abstracted: 1) Cargo ships are pretty big. I don't remember the exact number, but there's room for quite a few bodies if you stack them like firewood. Especially if weapons and equipment are contained with the individual, space isn't as big an issue as you make it out to be. You don't need to be a death star to be carry 2) The entire ship is basically a war-in-a-box. It