That means that your capital is in the presence of EXTREMELY heavy enemy influence. Or at least, it tells me it is.
Uranium - 235
[quote]I saw an article at IGN about how PC developers are blaming piracy as the reason some high profile games aren't selling in the quantities they should.[/quote] Interesting fact: Bioshock's Xbox 360 version was pirated ABSURDEDLY more than the PC version. I believe when I saw it at launch day, there were 26,000 people leeching the Xbox 360 version, and only about 1,500 some leeching the PC version. Here's my two cents. First of all, nobody has actually published piracy NUM
$50 says 99% of the people having problems also installed Nvidia's Ethernet Controller. I don't remember if that's the exact name, but it's part of a suite of drivers you install if you have an nForce motherboard, among other things. It runs its own shitty firewall that will cause nothing but problems.
[quote]Well, yeah, the more tiles are available the higher the chance of one being there. Doesn't also the trait Luck play a role in its appearance? ( at least on the home planet)[/quote] 99% of the PQ13+ planets I get have NO bonus tiles at ALL.
[quote]Just because a game is enjoyed by the mainstream doesn't automatically make it a shallow, "crappy" game that only xbox tard/idiots can appreciate.[/quote] I dare you to prove that one. I mean look at what you have going for you: Oblivion, Call of Duty 4, C&C3, God of War, Bioshock - whoops. The closest you can get is Mass Effect which still fell short of being a Baldur's Gate 2. Oh and fanboyism has nothing to do with me being "angry" (anger is a rather poor word for it)
First, as if my first post didn't make it clear, I'll state my allegiance. I hate consoles, with a passion. I don't mind Nintendo, as Nintendo generally has their own franchises and doesn't port things to the PC. However, Sony and Microsoft proved it's cost effective to make games, copy-paste them into the Windows OS, and sell them for $50, even if their quality is ass. I've always been a PC gamer. PC games used to be all about depth. Yes, I'm a high-and-mighty games-are-art aficionado.
I don't think it'd hurt to remove all shields and shield mitigation when the phase jumping is in progress. Seriously, that alone would let you do tremendous damage to them.
Some of these have been listed before, but here's some input on ways to improve the AI and make things more fun overall. - Cowardice needs to be adjusted, as I'm sure has already done. If a fleet is massive compared to theirs, I don't blame them for running. However, when a fleet is just a bit larger, there's no sense in running, really. This goes for defenses too. I think the AI dramatically overestimates the power of defenses, as I've had a fleet of siege frigates flee when encountering
For starters, they NEED to split fleets into a second tree - since the right side of the screen is completely vacant, why not just list fleets over there? Having them in the main empire tree is stupid, tbh. They're totally worthless there, as 99% of the time they're all hidden at the top, since the tree ALWAYS sits at the bottom.
Neh. I thought the single player campaign was atrocious and boring. Sure the story was pretty decent, but every mission was fought the same. It was pretty much you vs. an AI who already had a base. Since you got damn-near all the techs by the halfway point of each campaign anyway, it was just 'build carriers/battlecruisers/guardians, attack-move'. Honestly, they couldn't have made more boring missions if they TRIED. I ended up cheating through half of them because they were the same cra
Forum ate my post - I'll reiterate what someone said earlier - it wouldn't hurt to have multiple constructor modules on a single hull, especially since it can take 12 constructors in the midgame to make a starbase even somewhat useful.
I can confirm I can see your edits too, and I'm using latest Firefox as well. All the carriage returns have obviously evaporated out of your post.
Appears I was correct - edits don't show until someone's replied, and all your carriage returns will explode out of it. You also get 404 errors when someone replies to your post in the meantime - though that's not much better than before where it would tell you you were banned or something. Going to add another edit to this one - reply first if you see it in the meantime. EDIT: TEST TEST CAN YOU SEE ME? :(
Another test - all the carriage returns out of my first post here disappeared, but the edits appeared, AFTER I replied to it... checking it one more time.
I can't seem to edit my posts either... it takes the submission but doesn't actually change the post, apparently. Also it still takes me like 45 seconds to post a reply - forum is as slow as ever :( EDIT: TEST
[quote]Uranium-235. Just click on the "x" underneath the action items. They disappear, and there is only one click. When you do see an item that is useful (helps me on huge or massive maps to locate planets), then you can "use it" (click on it and it will locate the item of action if it is that type of message), and then "x" the rest. Simple, huh?[/quote] That doesn't really have anything to do with the popups... yeah you can use it in lieu of the GNN screen we have NOW, but it's not li
Two things I was hoping in the forum update: - An indicator saying 'a dev has posted in this thread' / 'click to go to post'. - Merging the GalCiv2 / Stardock forum with this one. That they're both separate but tied together is weird. EDIT: Test
[quote] 235, you seem to enjoy attacking his ideas, but I don't see you throwing out any good ones of your own. [/quote] I can't engineer a car engine either, so therefore I cannot call my car a piece of shit? I haven't made an $80 million Hollywood blockbuster film, so I'm no longer allowed to call a movie crap? Hmm I didn't know Hitler or run a fascist government either, so I'm not allowed to think he was a bad guy? Ooh, I haven't
The game SERIOUSLY needs an attack-boxing command. Jeez, even Homeworld 1 had this.
No dev <3 makes me :(
[quote]They haven't pushed out a build yet to my knowledge that was world-ending buggy. [/quote] If I had a bone to pick with Stardock, it'd be this. Yes, for the most part, none of their games have crippling bugs in them, but there's a list of minor bugs that's three miles long, most of which have been around since *DL* that have gone unfixed. They're mostly minor, cosmetic, or at best mildly annoying, but the sheer volume of them is what's wrong. It's like having a Ferrari th
The first part of the mod sounds great but: [quote]Some of the changes in the 1.0: - Normal self-repair removed.[/quote] This is a terrible idea. The reason for self-repair is to eliminate the need to micro. Self-repair is slow enough that it makes no difference in a fight, and the entire reason it's in-game is to remove an incentive to turtle. Instead of blockading around repair stations, you can set up defensive fleets in neutral areas like Wormholes. Self-repair means that th
[quote] Hasn't it been beaten to the hilt in other threads, that fighters shred LRM? Why are people calling nerf anyway? [/quote] Because they don't. Fighters are EFFECTIVE against LRMs, but they do so little damage per pass, and only do one pass every 20 seconds, you need about 15-20 squadrons of fighters to destroy LRMs with any efficiency at all. Meanwhile your carriers are getting pounded (this also creates an imbalance, as carriers are certai
Not really, I like ultra-mega-slow research myself, so that I get a chance to use technologies before they become obsolete. The only thing that seems to become seriously imbalanced though, are the Korath. Their tech tree has what I already consider a flaw - their beam weapons allows them to skip a LOT of technologies and go from Particle Beams to Disruptors in only two techs. This means that you can be fighting the Korath on even ground with low-tech weapons, and suddenly ships
That's odd, I'd heard nothing but hate towards Cataclysm.