[quote who="The_Regicide" reply="7" id="2056246"]We call it gyros, and for a moment there I thought Craig ate gyrostabilizers Basically, gyros is a derivative of the turkish kebab, with a slightly different selection of meat and spices. But I believe in a varied diet. Don't think I could eat the same thing more than three times in a tenday, you have to spice it up. Eating the same thing every day would probably bum me out completely, I don't know how you guys do it.[/quote]</
Shadowhal
I dunno, I kinda like the 8 slots limit. it's just the number that forces some hard choices. after all, you don't have to get the weapons and armour upgrades. if you want construction abilities, phase stabeliser, meteor showers or whatever, you should have to sacrifice someting for it. otherwise, it's not really so much of a hard choice anymore, if you can build the modules you want and only leave those out that you don't care so much about anyway. there could be a bit more civilian o
[quote who="Blair Fraser" reply="22" id="2055622"]Also, we have added a couple new things that will speed up multiplayer a bit (you haven't seen these yet).[/quote] the usual teaser. wondered when that would come. I find the game speed quite fine, but then I'm not an expert in the game. if I have the choice I'd play a mixture of normal and fast speeds, but I'd say with some more practice, fast speed all round should not be a big problem. though I do have to say that faster tha
[quote who="Annatar11" reply="5" id="2056171"]http://media.commercialappeal.com/mca/content/img/photos/2008/03/20/21gyros.jpeg Gyro It's like a Greek roll-up/sandwich thing..[/quote] not bad. reminds me of dürüm which we have here (basically kebab in such a roll) funny dev diary, hilarious. good to include some healthy stuff, the nasty in-betweens probably make the unhealthy quote all by themselves.
ah, revised schedules, a pain for all involved. good decision I guess, you just have to take the time you need and that's it. somehow I smell another patch to see how the changes that are already planned play out with the player base. likey.
I have an idea for assault, but it's probably impossible to really get balanced. one side starts with a lot of planets. and I mean A LOT, almost the entire map, but they are not very developed and their military is very insignificant. the other side starts at one end, with huge amounts of resources and a huge fleet already in place. the fun part is for the 'invader' to capture enough planets to establish themselves before the 'defender' gets his economy going fast enou
I still prefer the auto-pinned way. helps me keep an eye on a choke even if I'm not zoomed out atm.
[quote who="Starhound" reply="8" id="2054131"]More on homing Advent mines.. They all detonate on whatever comes into range even if it would only take one mine to kill it. [/quote] I noticed that too. one of my points with mines is the following: the size of individual fields is not huge, but it's ok. the result, however, is that you either go all out and mine very heavily or you don't all. placing just 2 - 3 fields is almost useless, you probably have to place
some nice ideas, a bunch of them have surfaced every now and again like the planet invasions or alternative victory conditions. and as stated I am also a fan of different government types. makes for some interesting advantages and trade-offs. also, I still say no to uber ships. not only, because a diplomacy pack doesn't seem the right place, but because I don't see the point. I guess I was just never the type who likes 'manage to build this super unit and win'. yeah, capships could be
I too have to take back some comments: was on the receiving end of an advent assault and had a medium upgraded sb (2 weapons, 2 health) as well as on the offensive as advent vs a tec base and I can savely say that with guardians and around 30 + heavy ships (heavy cruisers or illums) and maybe a motherships, you won't take very many losses, even against highly upgraded starbases. if it's more effective than adjudicator ... well, depends. let's let reduce the adjudicator to a starbase buster, b
[quote who="cee1960" reply="22" id="2052529"]I hope you will look into fixing a major wrong in the game: The players should not lose any research it has already unlocked if a lab is destroyed. That item has been paid for and installed and should not grayed out due to the lab lose. [/quote] in early betas it was like this. but if you only needed the research then you could get all that you want, scuttle all the labs and then stuff them w/ trade ports or refineries or w
huh? there is all the info you need for tec turret upgrades. just not on the info card. select one of them and you will find the upgrades as autocasting abilities. burst rockets do some 70 dmg to 4 targets every 10 seconds or so. the beam ... not quite sure something like 200 or 250 and minus a bit armour.
[quote who="SageWon" reply="13" id="2051360"] there must be 3 new artifacts in entrenchment judging from the research screen. Yeah, there are 3 new artifacts in Entrenchment. Here is a picture of them. The following is their 'in-game' descriptions: 1. Ion Field Generator: Bombing damage taken -20% "A large planetary energy system that emits charged particles into the upper atmosphere, creating a partial barrier to orbital bombardment." 2. Matte
are you also listing entrenchment bonuses or only vanilla? because I found an artifact that is not on your list: ion field generator: reduces planet bombardment dmg by 20%, though from the description it seems that is only local. and I'm pretty sure there are boni ( or rather mali) like industrial wasteland and signal interference (culture spread penalty) and some more. there must be 3 new artifacts in entrenchment judging from the research screen.
[quote who="sirphoenix" reply="4" id="2050982"]the difference here is that the starbase is not a structure and placing it is an ability, you're not building something for the planet but more like a special ship type. yes you can stop structures from beeing build and get your money back. but if you lose your planet before they could be build you will lose all your ressources.[/quote] look, I'm just saying I prefer it to be in line with the other
yup. and after all, the constructor is very expensive. I wouldn't want it to sit around waiting for the resources to come in. can't unconstructed buildings also be destroyed? in any case, if it's possible to get the refund if it is destroyed before deployment fine. otherwise ... maybe bad luck then. it still seems less trouble for me.
before you upgrade, you get a look at how much credits a trade port will generate, resp. how much the culture rate of advent nodes will be. however, once they are complete, I have not yet had a case, where the rate displayed in the info card matched that previously, they are always significantly higher than was described. I varied income generation rate, excluded longer trade lines as the reason and I had not yet had any research to improve trade income. for example, in one game, fast
[quote who="Annatar11" reply="20" id="2050619"]The TEC ones are sort of restricted since they're a "building", though the way it works is the radius of the deployment circle can still stick out past the border limit. The Vasari and Advent mines can literally be put anywhere, so it's very possible to make sure an incoming fleet lands right on top of them.[/quote] I was just asking for tec, didn't figure the others would have limitations.
[quote who="Tridus" reply="14" id="2050555"] Quoting -Ue_Carbon, reply 1 C) Mines are still annoying if someone places at edge of gravity well. Imediate explosion can take out half a fleet and then you have to run. P.F.E.T.O.M. agrees while annoying, it punishes those who dont scout properly now. You cant blame the mines for user error and proper placement by the minelayer. Okay, so you send a scout, notice you can't jump in without getting ripped up by m
[quote who="TohKlidan" reply="16" id="2050313"] Quoting homefleet, reply 14By the way TohKlidan I like that picture your have for your profile. Thx 1) Rare trade goods like you have in Civ that are randomly placed and are either in space or found through planet exploration Good idea, maybe also a new type of resource. Some in the modding forums talked about fuel as a new resource. Here my idea how it could wor
the expansion can make the longer for both sp and mp. what he meant was that in mp it is a bigger problem, because while you technically can save and continue some other time, that just never happens with random people. in sp you play for as long as you want, pause, continue another day. in mp, you basically have to finish it in one sitting and since most people get tired after 2 - 3 hours give or take, that's just the maximum length the game can be. and so with the expansion he worries that
also works fine for me on highest settings. had a 1,5 hour setting with no probs.
hm, I noticed that when I sold resources at the black market, it took me some seconds to show up the extra creds (and register them for building). not a huge issue, but still ... I doubt it was lag, since I was hosting the game.
just like with buildings, I would like the cost to be deducted when I place the thing, not when it actually starts construction. its nice to have the money a few seconds longer, but I find myself always watching 'do I leave enough creds/metal/crystal for the starbase to be built right away?'. sure, it queues the order, so once the resources are there it starts. but I'd still find it easier to just place it, be sure it was going to be built as soon as the constructor goes there, forget about t
[quote who="Annatar11" reply="8" id="2049059"] 'Good news, everyone! ...' Professor Farnsworth, Futurama. You made it too easy again. [/quote] I thought it wasn't too difficult. I'll thrown in something more challenging some time. ;) [quote]again I wonder how much the rest of the original time table is fucked up. A lot. The second one was supposed to be March/April, with the third in the beginning of summer. Don't think either are going to happen n