TOV

TOV

Joined Member # 2493653
0 Posts 0 Replies 7,640 Reputation

This has been discused before. This is something Stardock would like to do if they can find the time. They may find it now that they pussed back the deadline, or they may find their time eaten up by other features they consider more vital.

2 Replies 3,529 Views

I do not like this idea. Why should this be? When you have a technology, you have it. Period. If you want something like this, make it so that you can only trade techs the AI and you can currently research. (You cannot ask for Impulse Drive if you do not have Ion Drive)

7 Replies 9,017 Views

All right. I have flooded the library enough recently, so it will be a long while before I post another update to my mod. However, I am constantly thinking of new things to add. For example, I am thinking of adding a new starbase range tech tree, with additional starbase range modules. I would like to hear what people think of this mod. I need feedback in order to get this mod right.

20 Replies 9,903 Views

No, they vote as the same time as you. I have strong feeling that they may actually vote BEFORE you, that the votes are chosen before the UP screne even comes up.

14 Replies 6,214 Views

Ah! Thanks! However, That should NOT be more powerful for evuil. Evil is powerful enough as it is. It should be more powerful for GOOD. Not only do they need any advantage they can get, but good citizens would be more willing to sacrifice for their civilization than the self-serving good.

93 Replies 106,884 Views

Stardock considered having a module that allows ships to dock with starbases, like they can with planets. Someone might be able to mod this in, like the range module has been modded in. But if not, I highly recommend stardock revive this module.

35 Replies 18,239 Views

I have a question for Stardock about the unused abilities. Currently, there are abilities, Crime, Cabinet, and Government, which are not used. I would like to know what they were supposed to do originally, and if they can be modded in. I would appreciate any answer you can give me.

5 Replies 4,586 Views

You are right about the Korx. They will trade away the Trade Techs, and they will loose their advantage. How about the ability to build freighters from the beginning, without owning the trade techs. The korx would research trade techs only to increase the route limit. They all ready have a trade ability of +3, so this shouldn't be a problem.

45 Replies 26,668 Views

I am so sorry I have to do this, but I have been ignored completely in the appropriate topic, and I need answers. I have been playing with the issue editor, and I have come up with four new issues. I want everyone's oppinion on them. In particular, I would like to know an appropriate value for Independants. Here is the list: Civil Unions: D +10 R -12 I +2 CA D +20 R -15 I +3 CN D +12 R -1 I +3 VT D +1

0 Replies 2,072 Views

Moosetek13, I do not think that is what he is asking for. he wants Defense Modules to give HP so a bad roll does not hurt so much. I did not see anything about a fourth defense type.

11 Replies 7,751 Views

Unless stardock says otherwaise, the attacking order will be the same as it is now. The first ship to be attacked is determined by the formula: ATTACK / (DEFENSE + HITPOINTS) This formula is useful to design escort fighters for the capital ships. Just make sure the fighters have a higher value, and they will get shot at first.

93 Replies 106,884 Views

I have made the newest version of my mod, which adds new UP issues and Starbase modules. Here is everything done so far: Changes in version 1.3 -Fixed the UP so the new UP issues show up -Added two new starbase range modules -Added new defense modules -Added new ship assist and ship slow modules -Added a new starbase range tech tree -Changed AI logic for Protect Minor Races UP vote so Good Races will vote to protect the minor races -Doubled the range of

20 Replies 9,903 Views

TOV - the method I suggested above makes defense MUCH more powerful. After reading your description carefully, I am starting to think you are right. I have overlooked that every round, the defense is reset. That bit of information changes everything. With your system, defense prevents damage from happening at all. However, there is one flaw I se

93 Replies 106,884 Views

Defense is underrated as it is. Implimenting this diminishing returns would only make them weaker. I think, when a ship fires, it should go up against all defense as normal. (Note- please wieght the defense to the higher rolls) To combat this, the player and the AI can link weapons systems togeather so they act as one. Either that, of have bigger guns become available on the tech tree wich do the same thing, only whose values are fixed. In either case, the result is Anti-Capital Ship and Anti-Fi

93 Replies 106,884 Views

How about having a patrolled border a certain mumber of tiles away from each of your planet. No one can cross these boarders without an open boarders agreement, Ala Civ-IV.

12 Replies 9,341 Views

Those pictures look great! I cannot wait to see what the real thing will look like, animation and all. And, if those pictures are with anti-aliasing OFF, I would love to see it with anti-aliasing ON. In response to Lord Null, I would also like to see better graphics for the soliders. At least one model for the different races. The Acreans, being 12 feet tall, should have very tall and muscular solidiers. The Thalans should have insects running around. The Yor should have Terminator

23 Replies 35,242 Views

How about this: A ship is made a carrier by adding a module. This module is so large that after the ship adds life support and engines, there is no room for any significant attack and defence on all but the largest hulls. Even then, it will not compete with non-carier ships. Any tiny or small ship acts normally. However, when they join a fleet with a carrier, their speed and range is overridden by the speed and range of the carriers. This is a very simple was to place carriers

176 Replies 350,925 Views