Rasori

Rasori

Joined Member # 2513561
0 Posts 3 Replies 9,550 Reputation

I had made a mod a while back making all ship parts invisible (aside from Colony and Troop modules, as the modding of those graphics was broken, idk if it's fixed by now). I disappeared from the scene and haven't redone it yet because I'm toying with the idea of playing Metaverse, and that mod wasn't MV-compatible. If people are interested, it shouldn't be too hard for me to update that for DA compatibility--I recall, in the past at least, the AI used the invisible parts exclusively (in my testi

22 Replies 32,920 Views

[quote] But on the other hand, if we were fighting in an army, we might get a discount because of placing a large order.. oh well nevermind. [/quote] If I were fighting in the "Hey, we don't want to get completely overrun by the Korath" army, any Earth-based company that made gasmasks and wouldn't provide them (at least prior to victory) for free would be my

38 Replies 33,144 Views

I can only build a ship from scratch near a planet, but I can pay a company to upgrade said ship in just one week, wherever it is in the galaxy. And, I can't choose to upgrade the ship myself, even if it's orbiting a planet with shipyards. These magical construction companies have tons of info on ships and techs, I bet. I wanna put my spies in their ranks...

38 Replies 33,144 Views

I dunno about you, Shadow, but I'll trade with the Drengin even if I'm good. They're my enemy, but it's my trade route. So, how do these mines determine who's friend and who's foe here?

20 Replies 16,439 Views

It seems like vector addition, however the case here is that the flamethrower can only go so far, indeed, due to air resistance. If there were no air resistance (ignoring the fact that there'd be no air and no flame), it could continue much further. However, throwing a gas into a gas isn't very effective, and that's about the easiest way to describe it here. Its maximum range is still limited by air resistance, and air resistance, if all other factors are equal, increases as velocity increases.

12 Replies 19,964 Views

Thanks for the review. My only comment is about your comment on the flamethrower. To be honest, the reduced range makes complete physical sense. Technically, any weapon has slightly reduced range when moving forward. The slower the medium in question (bullet or chemical flame) travels, the more noticeable it is. If you think about it, and you get a decent grasp of physics, it'll make sense: you move forward at, say 0.5m/s, and the flame travels 3 meters at 2m/s (1.5 seconds). I

12 Replies 19,964 Views

I think the best idea for possible space minefields is a Space Minelayer (ironically) similar to a Space Miner. Not quite a Constructor, but you go to the square you want to defend, say "Drop Mines," and for the next three turns it lays a minefield. Then you move to the next place, and so forth. This way a minefield isn't prohibitively expensive in terms of costs, but one can't simply say "Oh, a war started, better lay out a minefield." That makes it more of a strategic, peacetime decision than

20 Replies 16,439 Views

Any way to calculate the actual time to finish? If I've been relying on displayed time to finish, and it's usually longer than it really should be, then I'd like to save myself production and do things the way they need to be done. No point micromanaging if you're micromanaging to the improper numbers, right?

5 Replies 1,832 Views

Also, while perhaps it makes the game less enjoyable, this is one thing I prefer realism on. There's no reason that a fleet of ships should share defenses, if you ask me. In ToA, I presume with additions like the Atlas they will have ships that can effectively do this, but for now we have no technologies suggesting nearby friendly ships can pool their shields, so there' s no reason that a fleet would cause such an effect. A fleet's always useful if you're using it against weaker or about equal-s

34 Replies 19,942 Views

It's been a while, but last I checked, for some reason, the graphics for the personnel transport modules were somehow linked with the workings of said module, making them impossible to change. Fog of war was suggested recently, it'd be nice to change that. The ability to mod in other choice techs (Xeno-Ethics style or simply this tech makes x and/or y other tech impossible to obtain) is something I've been lobbying for for ages.

14 Replies 9,777 Views

It's not about other players. It's about playing in full force without holding back and intentionally avoiding some "bad" strategies. What kind of game chess would be if there was some shortcut to winning, which would allow to bypass 80% of the game's complexity? Have you ever heard of the four-move checkmate? There are, surprisingly, two cases where it works: with the unskilled player who doesn't pay attention, and with the semi-pro player who knows wit

33 Replies 21,135 Views

A lot of game designers have said "if you don't like it, don't exploit it" and then fixed it in the next patch, yes. The vast, vast majority of said game designers were dealing with MULTIPLAYER games. Stardock's got a great team here and I, like many others here, think they can do a lot more adding of new features before they have to fix things that aren't broken.

33 Replies 21,135 Views

In the meantime, you may want to look into "Freelancer," it was (and is) a damned good one. Similarly, I recently saw one called SpaceForce: Rogue Universe, which sounded quite similar to Freelancer (though I haven't played it. Partly because it's a Steam game.) Also, there's always EVE Online, which is an MMO, but it wasn't astounding enough for me to pay for it simply because it has long been outdated. For non-space related, look into Aces High. Without paying (last I checked

2 Replies 17,942 Views