@ psychoak: I think if you stop talking down to everyone in your path, perhaps people would be less inclinded to disagree with you automatically (which is, I assume, much of what is happening here) and actually read what you type. Disagree with that. Imho his tone isn't condescending at all. I think his criticism is quite well worded and on point. And disagreeing with someone just because of his tone is a bit immature, isn't it?
Vandenburg
So what exactly is the problem with this need to stop and breathe? How about, it makes games taking forever? How about, it doesn't really stop me from expanding and exterminating the enemy, it just makes it impossible to colonize those planets. I can still kill him. In most strategy games this is the biggest problem; as soon as one amasses one huge fleet (army) he can't be stopped if others put their mone
I hope they rework the loyalty system. Agree. The current loyalty system is horrible for large games. Anything further away then 5 or 6 jumps is nearly useless and not worth colonizing/expanding since you'll get nearly nothing from it anyway. And with multiple solar systems or large solar systems you get this kind of situation quite often (even if I move my capital planet to the best possible location).
Super weapons are usually an easy way out, when you cant muster the strategical and tactical skill to outdo your opponent in open battle. You didn't really play supcom long in multyplayer, did you? Superweapons are anything but easy to use. If not used with caution, they'll cripple your economy and leave you wide open for enemy attacks. But on another note, nuking someones base usually kills them, and the fac
Just last night I was doing great and then in jumped an invasion fleet from another star system with what I swear had to have been 15+ carriers and an upgraded Sova. All I saw was a swarm of purple. My poor little planet was ravaged as the bombers picked away at the system defenses and the ships stayed outside the range of the gauss cannons. Didn't stand a chance. Your fault. You need to always have 5 flak frigates at places where the AI is able to attac
They also shoot through each other. And fighters sometimes fly through other ships (although very seldom). Actually I also thought you meant damage when colliding. Wondered why you used collision detection though. My bad. But, still, I would like collision damage and friendly fire. <div class="
I have to agree with everything Rogann said. Further slowing the game down is a big no-no. Even at the current speeds, large galaxies go forever (the current culture system making it even slower). I would rather have a small speed increase for frigates and a large speed increase for fighters. (Or a better AI for the fighters/bombers so that they're are able to intercept fleeing ships and not just tally behind them.) I also agree about the balancing. It's impossible to balance t
The beta is very nice. It's fun to play, even at this stage. Btw. are you by any chance using an online translator?
Grr... i hate my connection. sorry for doublepost
In the GameInfo folder: Files beginning with CAPITALSHIP are the files for the capitalships. Files beginning with Fighter are the files for fighters/bombers. Files beginning with Frigate are the files for frigates and cruisers. FrigatePirates are the pirate's ships. FrigateTech are the player's ships. Files beginning with PLANETMODULE are the building files. All files in this folder are text files that can be opened with notepad.
Hi guys - I'm looking into the above for you with Ironclad. Love you! Seriously, would be great if we could get this to work. <img src="http://images
It's defined in the ship files themselves: basePrice credits 475.000000 metal 80.000000 crystal 60.000000 slotCount 6 BuildTime 40.000000 You've this line near the beginning in every ship file.
I'm not a hundred percent sure, but normaly they're defined in the PlayerTech.entity file and the Gameplay.constants file: artifactHullRepairOverTimeIncreasePercent ResearchSubject "RESEARCHSUBJECT_ARTIFACT_HULLREPAIROVERTIMEINCREASE" Base 0.0 Delta 0.050000 Altough afaik artifacts are a special case. Prerequisites NumResearchPrerequisites 0 ArtifactPlanetBonus "ArtifactHullRepairOverTime" BaseUpgradeTime 75.000000 PerLevelUpgradeTime
You can do the first one simly by expanding a stars gravity well to huge proportions. There would still be fase lanes but you wouldnt be able to use them anymore and battles could take place anywhere. You can also expand the planet and asteroid gravity wells and make the build zones bigger or smaller too. Nah, doesn't work. I've tried it. Every grav well is an entity for itself, you still need to use the phaselanes to go to other grav wells, i.e. you nee
Imho the current size of the fighters/bombers is ok. Looks about right for me. They're easily observable thanks to their trail. What imho should be changed, is the distance at which they turn into icons. It can be changed in the gameplay.constants file: VisibilityDistanceData fighterRadiusMultiplier 1000 maxFighterMeshDistanceToCamera 4000 I dunno about good values here, but imho an increase of visibility of 50% perhaps?
I've been with this thing for ages, I know almost to a t what the devs have on their minds and what they dont, right now dealing with shuffling up a whole universe and trying to balance that chaotic aspect is most certainly not on their plates. Uh... somebody got a bit megalomaniac. ------------------- Anyway, I would say that those events could b
I would especially like it if we could set the firing arc in the ship files. It would imho greatly benefit modding, if this would be possible.
You know, I've got to admit that's visually appealing in a Battlestar Galactica kind of way. I don't think it necessarily has to hurt shield mitigation at all if the damage on each autocannon round in turned down. Yep, since shield mitigation is on a per damage basis, it wouldn't change a thing. shieldAbsorbGrowthPerDamage 0.001 Btw. ple
Yep, different sizes of gravity wells for different planets would be nice. It would give some diversity in planet sieging.
Nah, I have to strongly disagree. This imo is a slippery slope for Player B. Infact in Sins ive noticed it becomes soo slippy that a single foothold quickly develops into a 2-3 hour mopup operation where the game is already won and theres no challenge. This happens because the AI is unable to defend itself with the current build. After you destroy the AIs main fleet, the AI is effectively defeated. As for a human player, she would be a
thanks, now no one else will go there and fall for the trap. You know, just coming on this board to be a blockhead... Well, let's say that this isn't very nice, you know?
Also, in space size has nothing to do with top speed (unless some strange tech drive is used ) The biggest and smallest ships could easy hit the same speeds, Acceleration though . . that is the problem and that has more to do the mass then size. And ships will need to use energy to slow down also not something Naval ships would need to do . . Tactics then change even with these small differences. Battleships could match the speed of fighters if given an opportunity to
Now, perhaps I am missing something here and I need some special ability to colonize a former enemy homeworld, but to colonize it and immediately switch allegience, now this is a bit much to belive. Those frozen settleres in the Akkan´s hold are in for some pretty touch questioning, I can tell you. This happens because this planet is still under enemy cultural influence. It than instantly flips to the other side. It's a known issue to the de
Very light is probably flak, don't know what light is, but anything above medium is stuff likes beams, autocannons, and lasers. Don't know what missiles fall under. Capitalability is like "flak burst". Accuracy is determined between 0 (0%) and 1 (100%). You can see the type of attack in the ship files. Weapon WeaponType "Projectile" damageEnums AttackType "ANTIHEAVY" DamageAffectType "AFFECTS_SHIELDS_AND_HULL" DamageA
Early game For the colonizing part, use your flagship to clear planets from pirates. Always build all mines on every colony. Don't build your colonies up. The only colony you should build up in the beginning is your home planet. There you should expand it's cities, so you'll get more taxes. Take the gauss cannon, adaptive shielding ability for your flagship, to make it able to beat the pirates faster/easier. Take a bomber squadron for your flagship. As soon as y