Starstriker1

Starstriker1

Joined Member # 2444307
0 Posts 14 Replies 10,250 Reputation

3) I don't agree. At least, not in all cases. Armour and engines are things that should definitly be scaling with the hull sizes... its a heck of a lot easier to armour a small ship than a massive cruiser. Increasing the size of the engines is a nice way to abstract away the fact that you need MORE engines to move a ship at that size another persec a week. Speaking of which, cost should be effected by sizemod to the same extent space is. Its cheaper to give a tiny ship an inch of armour

10 Replies 5,311 Views

Actually, time doesn't slow down at all if I remember my physics class correctly... not on the inside, at least. From the perspective of someone outside, though, time would be steadily slowing down (and whatever you are observing becoming more and more redshifted) the close you came to the event horizon.

72 Replies 72,236 Views

These kinds of journals are enlightening to me. It gives a good insight into the processes involved, and as I hope to be in the industry in a few years, that's always pretty useful. Your list of bug after bug reminds me of the time when I was writing my AI pathfinder...

27 Replies 45,500 Views

I'd have to agree. When you say that the Trade screen isn't involving any AI, that really points out why its such a hole in their playstyle. Just giving it a quick thought... there's basically four parts to a trade that need to be considered on a trade item by trade item basis. It basically comes down to what each side is getting or losing with each side of the trade. Lets take a simple trade, like 500 BC for laser III. The loss of the laser would be considered differently for both side

37 Replies 63,757 Views

I dunno. It gets rid of the spending slider and makes the whole thing make a bit more sense, and would ultimately lead to many of the same effects, but with the ability to REALLY ramp up production if your economy can handle it. I don't think it'd be that huge a change, game mechanics wise. AI wise, though? That's a different story.

106 Replies 368,276 Views

As long as you lose in an interesting way! I dunno, the Iconians could get off to a good start if you found enough hostile environments nearby. Granted, the super ability is still kinda weak given that the Korath get the Toxic atmosphere tech as well, and the Yor get Barren colonization, but it still could provide a leg up, even with the crappy race abilities... it's really one of those abilities that gives a kick start to your empire in the beginning instead of throughout the game. You

106 Replies 368,276 Views

Sorry, which country are you talking about thats free? You happen to be on the intertubes, where admins and moderators can freely express their inner draconian despot with impunity.

106 Replies 368,276 Views

Mobile starbases bring up their own issues. Personally, I'd love to see it happen, but that is a step above the challenge inherent in merely having the AI deal with artificial planets. For one thing, you have the possibility of economic starbases FOLLOWING trade ships, and military starbases finding their way alongside a battle group. You'd also have to deal with the possibility that they'd be used as warships in their own right, which could be devastating early game. Finally, it'd mean an overh

12 Replies 8,307 Views

Aye, I'm getting some good use out of small hulled constructors and transports. Even without super breeder it works really well... I'm playing as the Korx at the moment. With all the trade techs, its also pretty handy for mass producing all those trade ships QUICKLY

54 Replies 28,411 Views

Yeah, you get about a 50% attack bonus by keeping a ship in orbit. It also seems to round up, which is good news early game as your 1 attack ships suddenly have 2 attack.

30 Replies 105,787 Views

Actually, the number of weapons SHOULDN'T be a big factor unless, indeed, the bug is still present (in which case, the power of the weapons not exceeding the square root value of the off type defense is a big problem)

20 Replies 4,902 Views

They would have been rolling with 8 defense against your mass drivers. I don't think any of your weapons had 8 attack or more, correct? If so, then my initial thought is that the bug is still present, even if defense degradation is now happening. The degradation is being done to the initial 71 defense value, so the drath only started rolling with 7 defense after they took 7 damage. After that, it's another 14 points of damage before they reduce down to a defense roll of 6. This means th

20 Replies 4,902 Views

More important, I'd think, is having cheap constructors. The colony ships being that cheap could be too harsh on the homeworld population... though you'd see a substantial benefit in simply being able to shift production to research and social production as well. For a super breeder, massed colony ships like that could be a fantastic strategy.

54 Replies 28,411 Views

Ringworlds, on the other hand, would be awesome additions. Have them as another kind of starbase type, that serve as space habitats, which can then be upgraded for additional size, defenses, etc. Ideally, they would function the same way as planets (capacity for improvements, starports, etc.) except that they'd be much smaller in scope, have much lower population limits, and they'd be vulnerable to both invasion AND attack from starships. They'd have no ships in orbit, and additional constructor

12 Replies 8,307 Views