grandgnu

grandgnu

Joined Member # 2481800
7 Posts 24 Replies 654 Reputation

For those concerned about upping the power of a Vasari capital ship at the start compared with the TEC: You could counterbalance by any of the following: -Reduce extra support vessels @ start of game for Vasari (i.e. they don't start with extra skirmishers) -Provide the TEC with extra support frigates or give them an additional Cap ship, etc. I also find many of the special abilities of the Vasari ships to be pretty worthless when compared with those used by t

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I would say that the Vasari could have less ship types, but make them more versatile and functional (and more expensive) Where the TEC have 5 capital ship choices, give the Vasari 3, but make them significantly more expensive and powerful. One Vasari cap ship should be able to take on 2-3 TEC cap ships in my opinion. Boost the economy/production for the TEC and let the Vasari be strong militarily. Then you have one race that can mass produce lots of weaker vessels vs.

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The Vasari would not be too strong if changes were made that accomodated stronger economy/production for the TEC while the Vasari were stronger in individual ships but could not afford to field fleets as large as the TEC (perhaps a penalty on maximum fleet size or just significantly higher fleep capacity costs per Vasari ship) I was really expecting to see a Vasari cap ship be able to take on 2-3 TEC capital ships on it's own. They should be absolute juggernauts, but the TEC will have

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sigh. The Vasari ruled 10,000 years ago. The TEC came into formation 1,000 years ago. That suggests to me that the Vasari are going to have a leg-up on research & design. Furthermore, again directly quoting: [I]The Trader Worlds prospered in [U]an era of lucrative trade and relative peace[/U]. Stories of their ancestor's wars had long since passed into the depths of the oldest archives; [U]the methods and machines by which they conducted those affairs long since buried[/U].

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This is directly from the site for this game, which to me says that the Vasari are supposed to be technologically superior to the TEC: [B][U][size="4"]10 YEARS AGO[/size][/U][/B] The Trader Worlds prospered in an era of lucrative trade and relative peace. Stories of their ancestor's wars had long since passed into the depths of the oldest archives; the methods and machines by which they conducted those affairs long since buried. [B][U]Consequently, when the Vasari Exodus Flee

81 Replies 90,581 Views

Also, I don't believe this has been mentioned. But the voice work on the Vasari is pretty awful. It sounds like some Dungeon Master using his Darth Vader voice changer on low or something. And having the voice say "how sinister" when I click something makes the Vasari appear even lamer than just being a copycat of the TEC. Also, there should be an option to turn off system messages or voices. Do you realize how annoying it becomes on a huge-random map when every two seconds

579 Replies 356,617 Views

I also agree that those green crescent shaped shots from the Vasari cap ships are pretty blech in appearance. I was seriously expecting the following: [B]TEC[/B]: I like the look of their cap ships except the Marza dreadnaught. For the most part I expect them to have mainly projectile based weaponry and missle barrages, with limited beam/laser technology. [B]VASARI[/B]: These guys are supposed to be ridiculously powerful (yet being chased by something even more powe

579 Replies 356,617 Views

Just posted this in gameplay feedback, but I suppose this thread matches as well: Does anyone else feel kinda let down by the Vasari? I mean, I was expecting all three races to be pretty unique in their designs and ships. But what we seem to have is just: - different skins - different names - different weapons graphics But then they seem to mirror their TEC counterparts in function. The Vasari have a carrier class capital that mirrors the Sova. An

19 Replies 3,238 Views

Does anyone else feel kinda let down by the Vasari? I mean, I was expecting all three races to be pretty unique in their designs and ships. But what we seem to have is just: - different skins - different names - different weapons graphics But then they seem to mirror their TEC counterparts in function. The Vasari have a carrier class capital that mirrors the Sova. An Akkan type capital that can colonize, etc. I'm not seeing a lot of differenc

579 Replies 356,617 Views

[quote]First game I played as the Vasari I noticed that I am not getting any icons for any units when zoomed out; that is both Vasari units and enemy units in all systems. Also zooming with the mouse wheel breaks when you zoom in too close. It seems that unless you are zooming into a specific object it breaks and starts zooming you into the star. I played a random-huge single player game with 10 AI on medium. I had textures set to high, 1280 x 1024 75 Hz, and 2x anti alias. I then played the sam

269 Replies 208,984 Views

[quote]Hmmm, we could possibly use bio weapons on them. [/quote] The problem is getting the bio weapons to: 1. Not affect humans or other life forms/plant life we're trying to preserve 2. Get enough of the ants (since they can tunnel underground it would be extremely difficult to get at all of them before they could overwhelm us with their ridiculously superior numbers (if they were organized, we'd never stand a chance)

311 Replies 485,378 Views

[quote] Most of our weaponry would be useless if we had to fight all the ants. I just pictured a guy with a flamethrower [/quote] Yeah, when I've told people about ants they usually say "we could just step on them" I don't know about you, but trying to squash or flambe' millions of ants by yourself (since there are

311 Replies 485,378 Views

Well, the Vorlon ships were organic, and could absorb some of the damage that hit them, from what I recall. Obviously they weren't invincible. Perhaps the Shadow party they engaged didn't survive long enough to dish out the necessary damage to overcome the organic armor. While the other episode where more conventional weapons were used perhaps they were up against greater numbers/more firepower? It could also be explained in the sense of the Stargate series. Where the A

311 Replies 485,378 Views

The telepaths were a significant weapon against the Shadows, but they would have been relatively useless against the Vorlons. Since the Vorlons were capable of upgrading Lyta, I can only assume that their telepathic abilities far outweighed anything the alliance could have fielded. And then the technology of their ships was beyond that of the alliance fleet as well. The Whitestar ships were based partly on Vorlon technology, but still had less-advanced Minbari designs as well.

311 Replies 485,378 Views

[quote]The *most* fun would be everyone caught between the Shadow and Vorlon fleets (easily the best series of episodes in the show, for me), but also the hardest to pull off [/quote] You could take one race and have it be combined to include Narn/Centauri/Minbari/Earth/Leauge Of Non-Aligned Worlds/Ancients And have their ships represented in differen

311 Replies 485,378 Views

There was a B5 mod for GalCiv II, I'm sure it will be done for this game. Along with a Star Trek/Borg scenerio, Star Wars of course, etc. Who knows, possibly the Andromeda series, Stargate, Battlestar Galactica

311 Replies 485,378 Views

Can you send me a save game of this behavior happening? They shouldn't be doing that so it's likely a bug. Send to [email protected] with a brief description and we'll get it fixed up for you. Hey, thanks for the response. Unfortunately I don't believe I have a save game of that, since I've made a new game since then. It stood out because I didn't have a ton of ships at the

8 Replies 3,817 Views

Hey all, Just obtained the beta version 3 after my wife was kind enough to pre-order. I'm enjoying the game, but there are a few things that I'd like to see improved. Recently my main battle fleet was engaged with a mixed group of pirate ships. All support ships were destroyed and that left my two Marza capital ships. I watched the battle and they would hit one target, then slowly spin to attack another target behind them, then slowly spin back again to hit someone w

8 Replies 3,817 Views

Alright, not sure if this is an issue with your mod or the game itself, but here's what I've encountered so far: I built the Orbital Terreformer. A number of my worlds that were upgraded by this device don't match up. I may have a planet listing as "class 7" but it has 9 tiles actually available for development. Obviously the game still has some missing components, such as changing the text (i.e. I'm playing Narn but a lot of the text I see refers to Torions) <br/

150 Replies 155,935 Views