Paradoxnt

Paradoxnt

Joined Member # 2701499
4 Posts 466 Replies 845 Reputation

Holy ****, the talented EvilleJedi is posting in this forum. This guy is incredible. If any of you have seen/played the Homeworld 2 Warlords mod (Star Wars), then you'll know just what kind of skills this guy brings to the table. His models AS IS would be amazing in SoaSE. Hmmm, if he could easily transfer his models and stats, that would reduce the workload for creating this mod by about 70%. Wow, and if we can mod SoaSE maps to be open connected, this will allow for a perfect Star Wars ga

1,324 Replies 1,513,123 Views

BSG would need an open connection map (ie, without Phase Lanes). IF an open connection map can be modded into Sins, then no problem (and I suspect it can be as that was how the original game was meant to be). IF it can't, then a BSG mod wouldn't work very well. Nor would Star Wars, Star Trek, Babylon 5 mods work well without open maps.

56 Replies 38,666 Views

So then maybe fighters could get a speed boost or an increase in anti strike craft power to compensate for their shortcomings. I also have an issue with planetary shield generators in space (easily destroyed). These things should be part of the planet itself. Planets should get an automatic shield generator that increases in power/resistance for each level the planet is advanced (ie: 1, 2, and 3). Or maybe it could be a separate and costly upgrade for planets. Planetary shie

482 Replies 357,737 Views

Hmmm, what would help balance open space would be getting rid of those easily destroyed planetary shield generators in space and instead giving a leveled up planet some automatic shield strength. You can relate the shield strength to the planet's level (1, 2 or 3). This would also minimize small spoiler attacks to your backyard, because small fleets wouldn't be able to destroy planets and would only serve to tie up enemy ships in useless endeavors. Also, the game mechanics cou

211 Replies 77,812 Views

Okay, my first modding questions. 1. Does anybody know if we can tweak the game to not use phase lanes, but instead have an open galaxy? There are many mods that really require an open system to be faithful. 2. IF an open galaxy is possible for mods, is there some way to limit jump ranges? 3. Will it be possible to shape shields so that they perfectly hug the ships hull? 4. Would it be possible to make planet/asteroid upgrades come with an automatic shiel

17 Replies 16,217 Views

KOL beam weapons firing at crazy angles is irritating. Perhaps the KOL spinal mounted beam weapons should have a tiny firing arc pointing directly ahead of the ship. To compensate for the lack of arc, these beam weapons should be increased in power. Spinal mounted weapons SHOULD have more power anyway. My ships weapon fire tends to pass through other ships that I own to reach enemy targets (especially KOL beam weapons). I would prefer they didn't do that as it takes away from the en

482 Replies 357,737 Views

AI opponents still seem to occasionally get infinite trade income even when cut off from the other AIs. (tested with .61 009 patch). Ships still run into each other a lot which takes away from the game. (tested with .61 009 patch). I notice that my ships weapon fire passes through each other (especially the KOL beams weapons), which really takes away from the game (tested with .61 009 patch). Windows XP SP2 1 Gig DDR 400 P4 3.2 Nvidia 7800 GS AGP Asus P

294 Replies 245,575 Views

Perhaps Armistice should only work on the ships present. So if some jerk wad tries to prevent his death using 3 of those cruisers with Armistice, just keep bringing in the new ships to his system. The new ships will start fighting and armistice will be ended prematurely.

68 Replies 22,401 Views

Maybe ships should take longer to build AND cost more. SoaSE beta so far reminds me too much of the endless hordes offered by the average Real Time Strategy Games. Losing entire fleets should actually represent a serious setback in the game. As it is, I can lose a ton of ships and come back with a full fleet in a couple of minutes (as can the AI). The cheap and quick to make endless horde concept also forces the game to drag on too much. Also, it would be nice if there were

482 Replies 357,737 Views

I built a Repair Station and when I clicked on it, I encountered the following error. Failed to find StringID: 'IDS_SUPPORTABILITY_REPAIRTECHPLANETMODULE_NAME'. NOTE: Any following StringID failures will be supressed. I had researched increased repair speed as well. My system specs are Windows XP SP2 (including all recent updates) ZoneAlarm Security Suite Firewall/AntiVirus P4 3.2 (Hyperthread enabled) 1 Gig DDR 3200 RAM in dual channel 2 Hard

294 Replies 245,575 Views

Hmmm, the idea of having huge gravity wells with several planets/moons and asteroids in them is extremely enticing. This way, the developers could have Phase Highway choke points AND we could get some pretty interesting multi sided battles over the entire gravity well.

15 Replies 5,895 Views

Okay, 300+ ships? You must be playing on high resources? If you are having an issue with economies being boosted artificially, then don't select to boost them artificially in the game setup. I wouldn't know about this problems as I've been playing all my games with low resources. Hmmm, I guess I should try out high resource games before I comment on them any further.

68 Replies 22,401 Views

Hi, I've been trying to get the beta patch .06 004 through Stardock Central. I don't get the option to download it. In fact, my Stardock Central doesn't even acknowledge that I have SoaSE beta installed. I think this problem is likely related to how I installed SoaSE beta on my computer. I don't have high speed right now, so I had to download SoaSE on another computer and archive the install file. I transfered the file to my computer and used my Stardock Central to install the game.

294 Replies 245,575 Views

Thank you Blair for explaining the problems with the fully connected maps. I really just needed to hear from you that Ironclad understands the problems that we are seeing with the present Beta 1 Phase Lanes. Now that I have a better understanding of what you are trying to achieve, I am sure whatever Phase Space system you finally implement will be fine. **Here is my last suggestion about Phase Lanes that will actually satisfy EVERYONE: Simply make it possible for us m

482 Replies 357,737 Views

Thank you for your quick response Blair. It really was neat to see how many people responded to this topic. I really just needed to hear from you that Ironclad understands the problems that we are seeing with the present Beta 1 Phase Lanes. Now that I have a better understanding of what you are trying to achieve, I am sure whatever Phase Space system you finally implement will be fine. **Here is my last suggestion about Phase Lanes that will actually satisfy EVERYONE: <br

211 Replies 77,812 Views

As well as they should be. Flak Frigates should be about as effective as fighters at killing bombers. Still, I would give the fighters a bit of a speed dodge modifier so Flak Frigates don't kill them as easily as they do bombers. In order to counter Flak Frigates, fighters and bombers need to be kept inside their hangars until the frigates are destroyed. Also, standard capital ships should have even more trouble hitting fighters/bombers with regular weapons.

482 Replies 357,737 Views

I've started on the end of a Phase Highway line playing the beta (ie, only one direction in which to go). If a player started on the next gravity well over on that line, I would have to go through him or die. If that player defends his homeworld (with fleet and platforms) while sending out a tiny force to take empty planets/asteroids further along that line(s), he can expand while containing me. Then he can crush me easily. To say it is my fault the game placed me in a trapped dead

211 Replies 77,812 Views

Thanks LordPixie. You mentioned MOO2 in your post and yes it did have tech/research that could slow ships in hyperspace (as well as tech/research that offered teleportation or the ability to change ship orders during hyperspace movement). MOO2 is pretty much the grand daddy of all space empire games, and was the benchmark for a long time afterwards. I'm thinking that if Ironclad removes forced Phase Highways, SoaSE might be the next big benchmark for Space Empire games as well (instea

211 Replies 77,812 Views

Yarlen is concerned that by removing forced Phase Highways, we will only have chaos (hehe whack-a-mole). I have to personally say that the idea of unlimited options for attackers is kind of appealing because it would actually be original and realistic But myself, DRavisher, Major Stress, JSInvader and others all offer valid ways of avoiding making game strategy 100% offense. Jump ranges can be

482 Replies 357,737 Views

Damn, JSInvader made a good point. Can you imagine the problems forced Phase Highways are going to cause in multiplayer. You could play Team games and never see or be able to reach your teammates. Imagine how the poor player who gets stuck between two hostile teams with no ability to expand or reach his own teammates is going to feel. Even regular non-team multiplayer is going to suck with forced Phase Highways. One guy starts at the end of a highway, and has an opponent in the next

211 Replies 77,812 Views