yeahh, i deffinitly remember those days. i gotta say, i was disapointed when they changed the Kol. But its grown on me. I kinda like it now. And yes, it would be reallly cool if the devs reliesed those moddles. You gotta nother yes vote here. For as much as my vote is worth...
thetraviler
here here, ill drink to that [e digicons]:beer:[/e]
I am a HUGE red alert fan. however i bought C&C 3 (sigh... and the exapnsion) and was soooo horribly disapointed i cant bring myself to pony up the the cash for Red Alert 3 even though part of me REALLLY wants it. I think ill just wait a bit to see what the verdict is on it. if its not spactacular... ill probably wait for some other means of being able to play it. (LIKE A FRIEND GETTING IT! gosh what are you guys thinkin ;-) )
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Great ideas. LOVE THEM. But one thing. I think one should be able to nullify a passive spy by some random means. Say if you have a high level of intel on them, you get a ~5% chance per tern of nullifying one of their agents. maybe make it so a medium is 5%, and high is 10% and whatever is over that is like 20% or somthing along those lines. Mess with the numbers keep the idea ;-) this could also add strategic depth because if your spys are being nulli
i generally dont have a problem with tech. Yes they are difficult early game, but i tend to do MORE then ok against multiple hard AIs. Given i haven't played online since the game first dropped and the online flopped due to networking problems. I normally work hard to get trade ports up. I even tend to skim a little on the fleet upgrades, normally i get the first one, but wait on the second one playing a very deffensive game untill i get my whole network of trade ports up and running. And i
yeah but 100 years ago our understanding of what it meant to deem something possible or impossible was much different. today we treat science MUCH more open mindedly. If we say something is not possible, id say it carries a little more weight with the current way we treat science.
haha oh dang, i didnt realize there as another 5 pages to read. ... sorry if i repeated stuff that was already said.
This thread is interesting and fun, but unrealistic. Im not trying to burst any ones bubbles but i will bring some science to the discussion. I study astrophysics at the University of California, Irvine. So I know alot about this, And as a personal position, i would LOVE for humanity to go beyond our solar system and colonize other worlds... but... [quote]lord draco, Although einstien was one of the smartest men ever to of lived he could not accurately predict anything about space tr
[quote]it would be better if OP would remove the Official part, as this initiative is not by the developer nor the publisher[/quote] very true
I appologize if this has already been gone over somewhere but in my searches and in the intro guide it didnt say. and i cant figure it out on my own. How do you put specific planetary bonuses on a specific planet in Galaxy Forge. I see how to set a general probability of there being bonuses in the system as a whole. But not specific ones. I want to make a cirtain planet have a smaller mass for a smaller grav well. Or a different one have reallly high tra
The Birth of the Federation ships for each faction are as follows: Federation: Oberth Class Miranda Class Constellation Class Defiant Class Galaxy-X Class Galaxy Class Ambassador Class Nebula Class Sovereign Class Edward Class London Class Klingons: B'rel Class Scout May'Duj Class Destroyer K'T'Inga Class Cruiser K'Vort Class Cruiser Negh'Var Class Strike Cruiser Vor'Cha Class Battleship Ll'wl
Oh and BTW. Birth of the Federation would be an EXCELENT resoures. I bought it back when if first came out. And recently torrented it again to play it some more. Its easily available if you search isohunt. If start a game with a specific faction, then left click and go to the science screen, then select the data base button. It will have a place that lists ALL the ships that that faction can get with shilds and armorment details. I can check when i get home just wich classes each faction
I deffinitly like the idea of have the same ships surving different perposes. My only concern would be recognizing them as different when playing. I wouldnt wanna select a carrier thinking its a heavy cruiser and accidentally get it blown to bits. In general though i think its a GREAT idea. However, i think the galaxy class is best left as strictly a capital. Since the Fed has way to many ships i think as many as possible should be used. But with the other factions making different version
i have yet to play with the torians but... that sounds a bit lame? At +5% you get aboslutely nothing for any planet under 20. it seems lame that in order to use this tech youd need to start with other PQ buffs... but whatever. i havent played with them yet so maybe im speaking too soon. I hope im wrong.
So I've been playing this game for a very long time, and the way starbases have been treated by this game has always bugged me. Before TOA came out there was talk of constructors that will upgrade the HP on starbases. But then another expansion was announced and that patch was forgotten about. So my question. How have starbases been changed in TOA? Honestly i want to buy TOA, but im rather short on cash so unless they have fixed one of my biggest sore spots about t
Maybe i just wasnt using them right but flak frigs never seemed to work right for me. According this this they were over powered, i always thought they were underpowered and a bit useless so i just gave up on them. I would have like 10+ flaks with my fleets and would still get them torn apart by strike craft so i just put the ephasis on building more fighters rather then flaks...? if this is wrong, what was i doing incorrectly?
essentially thats exactly what they are. But i would like to see a STARBASE personally... But i guess that totally goes to what your deffinition of outpost is. I personally consider an outpost to be a small starbase. others may disagree freely ;-)
where do you go to school? and what are you studying?
I agree that there is the possibility of spamming now. Iv never been a big fan of having rediculous amounts of fighter in a battle. I tend to agree with the star trek idial that in space the bigger your ship the more room you have for shields and weapons. Small craft are simply not as usefull as big ships. BUTTT this game is set up differently and this all kinda worries me... As far as the HCs having flak guns... absolutely not. The only real counter you have right now for them is s
haha MCVs nice... man, i miss the good old days
ok so my idea isnt exactly on this particular topic, but its my oppinion on how to implement the outpost idea...
First, i thought somewhere in those 700+ posts on the star trek thread was talk of making out posts and starbases both options to build around planets. An out post would have some combination of maybe a research station and a fighter bay with 1 squad or maybe a trad post instead of a civ research. It would take both some logistics and tactical slots and would be able to defend its immediate area with its weapons. A starbase would be MUCH bigger, have probably a civ, a military, and a trade po
I realize there is alot of other stuff the caps do, but im just worried that being able to get the extra squads from a cruiser will make it less economical to use sovas. They are huge and take ALOT of command points. BUT ive been around for long enough to trust ICs judgment. I just hope they dont screw up the balance with having that many fighters. I really am looking forward to seeing what they got for us.
haha well he may have but i havent :-P however im not gonna lie. I got about 3 weeks untill i leave for New Zealand for 2 months. So while id LOVE to get some gaming in with a new clan between now and then, i will be completely DEAD while Im down there. They are all still on dial up down there... kinda sucks for keeping in touch ;-)