Well I haven't really seen the Eldar described as 'space elves'... to be frank, the Advent already feel like a total rip off of either the Eldar or the Aeon... though that's only recently. The 'Race of female super-psychics' is pretty cliche in sci-fi ...
Uranium - 235
Quit out of the game completely and reload. You can change all the options on the load screen. It also fixes that 'bug'. You just can't reload while in the game itself, or it'll unlock again.
[quote]You don't need the CD because...the Stardock people are not douchebags.[/quote] I'd fight Kryo, at any rate.
[quote]I find it a bit funny that a user named StarscreamX is complaining about the voice work done by the guy who voiced Starscream[/quote] lolwhat?
Thanks for posting this so every knobtard can abuse it now. Like every stupid noob didn't already rush to RA...
[quote]Obvious question but one I didn't see an answer to. If I choose a "hard" AI does it get more resources, play more aggressively or just play smarter?I would ideally like to be able to choose whether or not the AI should get more resources as well as whether it will be tougher.[/quote] The AI cheats in the sense that it has ESP, but that's pretty much true of all computer AIs in every game. This is especially unfair in GalCiv 2 though, where they have planet-seeking colony
I've had AI's stream through wormholes behind my lines, even those that were in another system. Teams were locked, but they never shot each other, they just simply ganged up by rushing me with fleets of 40+ siege craft. It was actually pretty lame. I then turned Wormholes down to just one per system.
[quote]"90% of the game is still fleet combat, moron."And having lots of money lets you build really big fleets.[/quote] And yet at the end of the day, your fleet is only going to be just as big as the next guys, execpt yours costs more because it's 90% deduction.
[quote]Oh noez the faction with the most powerful economy doesn't also have the most powerful everything else!! Everyone run and hide, Uranium discovered *gasp* BALANCE!!!!!![/quote] I'm still looking for the victory condition where having money wins you the game. "Balance" hahaha shut the hell up. 90% of the game is still fleet combat, moron.
I think you need to learn how to micro the forum first...
[quote]Now here's what I want to know: if lasers (i.e. light) is curved around a ship by its shields then you shouldn't be able to see that ship. It's the same principle behind cloaking devices in Star Trek. Shields of ships in SoaSE become black as they take damage, but if light was being bent around the ship then they would instead become translucent. That would lead me to believe there's some other kind of technology at work.[/quote] Actually just think of it as a SLIGHT bending of s
[quote]For reference, if you disable a ship with ion bolt, you can still attack it. Reverie just gives your opponent a disabled but invincible ship.You can decide which is better.[/quote] Is that why I lost a Carrier to it being chain-cast over and over earlier today? I'd move three feet and get stuck again, while all the little ships just whittled me away while the rest of my fleet desperately tried to intervene.
[quote]I noticed that the Flak ability hits every fighter/bomber in range, not just one, and takes the typical strikecraft from 100% to about 75% hull.[/quote] Strike craft break up and end up EXTREMELY split up after one or two strafing runs. Zoom in on an icon and see how many of that squadron are anywhere NEAR it. Chances are, they aren't. The Kol would have to be balls-deep in a mire of strikecraft to actually hit more than a few. Strikecraft are also free to replace, so an
This is why children who think video games were invented in 2005 piss me off.
I'm really wondering if the '+/- X% Gravity Well' bonuses actually do anything. The gravity wells look the exact same size...
-- Kol Gauss - Sounds good, until you realize it's blocked by Shield Mitigation. In additon, the Kol has to ever-so-slowly turn to face the attacker to use it. One shot from the main laser array will send shield mitigation to at least 40-50%, the Gauss will almost never do more than half damage, meaning ONLY 400 at level 3. In addition, the antimatter cost of this ability is through the roof for how worthless it is. If you leave it on autocast, the Kol will drain its antimatter trying (an
Gauss needs to bypass mitigation, and flak needs to not completely blow.
[quote]Yes we all think that 90 min should be enough to show the value of this game, especially because it will give you enough time to finish a few maps. However, that's not the point: when trying to achieve critical mass with a demo, it's not about the real value but all about PERCIEVED value.[/quote] Oh, so you're whining for the 'silent majority' or something? Uh huh. By the way, I haven't seen a demo that lasted longer than about 20 minutes for years. Wou
Lurkers don't cloak. They burrow. Noob.
[quote]We're going to announce our finalize beta and release schedule shortly. Release Date is April. Part of that reason is we're upgrading our back end to have new features (like Impulse) and the other part is that I really want as much time as I can get away with to keep tweaking the computer AI before I have to move on to The Political Machine.[/quote] Not to be patronizing, but are the 6 BILLION little obvious bugs that have crept through every patch going to be fixed by then? Thin
*cough* bump
So we can either have: 1) A featured-stripped version of the demo, that arbitrarily forces you to play a certain way and usually doesn't offer any sample of what the game is about. Imagine if you could only play TEC, could only build three research stations, and could only build frigates. But you can play FOREVER SO ITS GREAT!!!! vs. 2) Having every option open to you, but you just can't play long games or big maps, allowing you to experience all kinds of options and f
What the hell is the difference between a time limit and a watered-down neutered short snip of gameplay? 90 minutes is a hell of a long time.
[quote]Spammer would be faced with choice to keep his one Cap Ship and spam light / medium units as he does now... But other player could have 2 Cap Ships and balanced force instead which in this case would indeed counter light unit spammage[/quote] That's pathetic. The guy with a shitton of spam units will have far greater fleet flexibility as he'll be able to more easily split it up into smaller groups to hit multiple targets, and the guy with cap ships is going to be hosed.
Make cap ships ignore shield mitigation, for everything. Most every cap ship maxes out the enemy mitigation after one salvo, so you will ALWAYS be doing half damage. This also means abilities like Gauss are laughably worthless since they never do anywhere close to their full damage. Problem solved.