Bump!
Starstriker1
Sorry to resurrect an old topic, but I'd just like to thank the devs for the new combat viewer... its a treat to watch! Still a few bugs, though. For example, some components aren't giving engine trails when they look like they should be. Also, the mass drivers are both painfully slow and poorly aimed (visually)... if we're talking about hyperdrive assisted pieces of metal, lets have them be bolts through space, similar to the current effects for Photon Torpedoes III. They're also being
No, its not unrealistic. Your headsman example is that of a precision strike, under ideal circumstances. In an actual combat situation, he is not guaranteed to hit someone's neck, and may simply gash open an arm with a given blow. The damage varies. Likewise, for ships firing at each other at long distances, all hits are not equal. A hit to the life support or to important piece of the infrastructure is going to do more damage than, say, striking a fin or poking a hole in the crew quart
Attack rolls are always 1 to the max damage. Always have been. You cannot roll a 0 to attack.
They don't need the full set unless they've got a bunch of high quality planets of that type nearby... and they can just have the basic colonization tech while in the early rush stage. Thats what I ended up doing... I rushed for a basic colonization tech for the only worthwhile planet in close range. Of course, the Korx snapped it up a day before I finished the research. This was a strong motivating factor in my military domination of them. They hadn't even gotten space militar
The Korx really ARE useless, even in DA. I'll agree with the Drengin in DA, though... they seem to get gobbled up pretty quick, with multiple races going at them. I wonder if that has much to do with them not getting along well with the Drath...
I've noticed that the AIs are often neglecting their military now... other civs are rushing to their weapons and these civs just fall over, usually with a hasty surrender. I saw this happen to the Drengin (!) on a large map, as well as the Korx (who I'd rushed early).. Since those colonization techs are pricy and the AI seems to love them, could they be at fault?
When I read that a race's luck value determines the minimum damage any weapon can do, it occured to me that instyead of luck determining the minimum damage, a "Weapons Targeting" race ability could do that. Taking the idea further, you could have a tech branch under space weapons that gives you weapons targeting components to add to your ships, each of which adds a set percentage to the minimum rolls a ship may make in combat. If you want to get crazier, you could have a simila
True but most weapons of the past have had primative targeting systems - a breeding ground for luck! I would imagine space age targeting systems pretty much eliminate luck as being a factor in combat. Oh, without a doubt, space age targetting systems would be absurdly accurate. They'd need to be... like I said, interstellar com
3km isn't too much when the distance separating the targets are best measured in light seconds...
The Dark Avatar battles are much improved. They could probably use some work, especially on the cameras, but the sounds and graphics look better and line up better with special effects (explosions, deaths). Also, the ships move much more convincingly, with engine trails to boot. It can actually be a bit of a treat to watch now, which is a welcome improvement. It stills needs work. The camera often glitches out at the end of a battle, for instance, and all mass driver weapons fire off in
It may be just a case of the button not appearing. Try hitting the enter key... it worked (once) for me.
Korath super ability. They can research a tech no one else can that gives them a nasty germ warfare weapon (though it can be stolen). Use a spore ship on an undefended planet, and the population is wiped out, the planet becomes yours (with a tiny population) and the world turns into the toxic type (the Korath start with toxic planet colonization techs, but other races don't). Strategically, it means that you can take over planets painlessly, with perhaps the only requirement is that you
It depends on the losing civs alignment, not your own. An evil civ that gets wiped out is going to regenerate the pirate populations, a good civilisation that is crushed will send its friends some additional firepower. However, when they're giving away ships to civs, they give them away only to civs they like.
In my own game, there was a fair amount of spying being done on the Drath, since they were the economic and military power. By end game, though, all their economy meant squat. The other AIs weren't too aggressive about focusing agents onto their opponents, but I sure was... I basically shut down the Drath Legion, so when I (and everyone else) eventually went to war with them, they couldn't do a thing. The only way I could have seen them getting out of it would be to rush to counter espi
A random "you lose" event shouldn't happen, though. Events like that should have checks to make sure that you can recover from them.
The latest game example journal reminded me: it'd also be nice for the AI to name ships things OTHER than "Drengin Frigate M6-1"... when they have unique names for entire classes of ships, as Draginol makes up for them in his game examples, that could be a relatively cheap way of adding more personality to each player.
Man, I'm glad my laptop is dual core! Post these more often, they're far too much fun to read!
What difficulty were you playing on? I believe I read somewhere that some odd things happen with debt when you're at the easier levels of difficulty.
True. There are better buildings to build over, like research, economy, and influence buildings.
Does this new system give rise to ship designs that load up ships on older weapons to counter fighters? For example, a person with phasor weaponry could load up fighter killer ships with a bunch of plasma weapons in order to increase the possibility of killing multiple ships in one volley without any weapon fire being wasted, at the expense of being able to do as much damage to larger ships. Is such a strategy viable? If so, the size of missile weapons might bear some looking at. Missil
Isn't only the drengin based AIs that have the updated planetary development AI?
Luck never stopped me from rolling the occasional low attack value, so I don't think so.
With luck playing such a huge role in the attack roles, that could make the ability really powerful. Stock DL luck seems mainly for random events and lucky exploration and colonization. What about a tech branch that allowed the player to increase their luck a bit mid game... or better yet, a targeting computer tech branch? Each unit mounted on the ship increases the minimum damage per shot. Of course, that'd mean moving the minimum damage calculation away from luck and into a "targettin
I've got to agree about one point on the AI: while very intelligent, and incredibly efficient and challenging opponents, they aren't particularily interesting. By that, I mean that their general strategies seem exactly the same, with only differences in focus to differentiate them. While it wouldn't need to be a common thing (and, in fact, making it too common would get rid of the novelty fast) some sneakier or more experimental strategies on the parts of the AIs could really help shaking things