interesting, I was thinking more of trading planets for treaties as in 'you get that ice planet, but leave me alone for 10 minutes' or sth. which some empire building games have and which basically really happens in wars. one side is rarely totally obliterated, but rather cedes territory and after that there is peace. for a while at least.
Shadowhal
indeed, diplomatic envoys and sabotage crews are just not the same. hm, I would have an idea for this also. maybe there could be two separate ships, one for the peaceful things like embassies in this case and one for the nastier stuff. that second one will have to be either cloaked or disguised of course. hw: cataclysms mimic was a nice idea in that respect, though it might be a bit hard to fool a good player with it. still, though, appearing in the disguise of your enemy's ally as some trade
only the tec one looks a bit like a flipped around starbase constructor. or, like a slimmer version of a hw bentusi craft. well, without an empty inner part. there is a military defense to envoy bombing: offense! just crush the enemy who has concentrated so much on those things quickly enough. this tech does require lvl 4 and a considerable number of fp for any timely result, so that should give you the upper hand in battles.
[quote who="Charvel1" reply="9" id="2454209"]Downloaded it last night. I run it through Impulse and it does not overwrite your Entrenchment just like Entrenchment didn't overwrite the original. You can load up any of the 3 and they will preserve what they originally had. The new Diplomacy one is pretty cool with a new Diplomacy research tree. Haven't gotten too far just yet but looking forward to some long games.[/quote] actually, entrenchment beta did sort of overwrite the original.
[quote who="Deceiver_0" reply="2" id="2454318"] I guess there are more, so far I like the selection. also, in this screen, a legend of the colours would help. I guess red means war and yellow (which is the only other thing I saw so far) means cease fire, but a definite explanation would definately help. I believe Blue is peace treaty[/quote] maybe so, haven't played that much yet and did not see it so far. also, because it fits: maybe the modifiers and total
[quote who="Astax" reply="8" id="2453742"] Quoting onigiri, reply 6 espionage ability is little weak. Try 10 of those suckers isntead of 1 [/quote] that's 240 fp. you're the expert, do you really think that is practical? I know, it's a balance question which is way early in this stage, but still. I mean, I used 4 of those guys to try and conquer a 70% roid and it has been taking ages. and that is still 96 fp. soo ... I would not say totally weak, but a little bit weak m
this is where odd AI behavior and related stuff could in. I have the following to report for now: AI does not react to envoy sabotage. I bombarded it with 3, later 4 of those things, and got its allegiance from 70% down to below 30 and never saw a reaction so far. and that took a looong time to do. on the other hand, it was just a puny asteroid, so maybe it just didn't care to invest in the civilian labs and reseach for this, may be a clever strategic decision. two AIs apparen
yes, I also wondered about the military strength one. it should rather say "overly powerful miliary" or "weak military" or whatever. I found the following so far (max. values I saw so far): embassy + 1 adjactient territory -1 military action -4.x race +1/ -1 military strength -3 diplomatic inclination +3 (no idea what this refers to) I guess there are more, so far I like the selection. also, in this screen, a legend of the colour
good ideas, let me add: classical sabotage: has a chance to kill enemy ships or structures. should come at a price, eg. resource price, drop of relations, temp. loss of immunity, whatever. rebellion: changes planet ownership. only works when allegiance is below 10 or even 5 or at zero. it means you can weaken it with culture/ envoys and then have them take the whole thing over. sabotage defenses: lowers planet health ie. infrastructure. also, I thought about us
[quote who="Kitkun" reply="3" id="2453698"] pretty solid basis so far, though I couldn't yet see any 'faster game options", but that may be neglicence on my part.It's the same option set as before. Just keep clicking the speed options and you'll get the new speed. [/quote] ah yes, this I did not check. hm, well, I was hoping for some other solution (no idea what exactly, maybe victory conditions that end the game faster), since the fast option is already pr
[quote who="esopose" reply="11" id="2453922"]Ok, just got to play a couple matches (both crashed after defeating the first AI, I already sent the minidumps. Normal difficulty, faster speed, medium random maps, FFA unlocked teams (all my usual settings but difficulty -hard- and speed -fast-). Some impressions and suggestions, focusing mainly on the new mission system: My missions are never accepted. After trying several mission goals and rewards I always got the same
there will be more feedback once I checked out the whole package, but what struck me was that the two diplomatic screens, ie. race relations and old diplomacy are separate and not really interconnected. that results in a lot of hopping. at best, I'd favour a complete integration with just one screen. you could for example acess all these options via a right click menu and pick what you like. sort of "hover over player a, right click, select trade pact confirm dialogue box, done". alte
goood. not to say eeeexcellent. interesting though. maybe you manage to have the beta start without any actual, comprehensive, complete info of what is in it. heh, the beta testers could write previews then :D
if it counts as rpg, zelda, OoT in front of LttP. else, gothic (1st one, 2nd wih addon in close pursuit, forget about pt. 3).
[quote who="DirtySanchezz" reply="29" id="2415377"] I'd like to see an ability added to repair bays and individual repair ships (like Hoshikos) where you can set it to target a specific ship or structure and then leave it on autocast. For example--the repair bay near the starbase could be set to only repair the starbase. Or 3 Hoshikos could be instructed to only repair the Marza. [/quote] why not a repeat order in general
nice video, though a trailer showing some functionality would also have been nice. anyway, more of these in the game would be appreciated, would be a nice way to get more story elements into the game. are you sure it's another personal reprising that kol captain? to me it sounds like the same, just angrier and more bitter. if not, I like both.
something I just noticed (again) after playing: any chance we could get a sort of fog of war for buildings? you know, where defensive layouts are, starbases (with general upgrade lvl or sth, not necessarily the actual dmg and health values then observed), civilian structures, etc. why? because I do like scouting, but I am not always focusing my attention the moment the scouts enter a grav well all this information is visible. for me it's often like 'hey, I sent a scout there a minute or two a
one other thing I read about giving the orkulus a death ray: consider that everything you give it, the defending enemy vasari starbase can also have. a 3000+ single target dmg ability (or anything like this) would prove quite deadly to starbases in construction I'd say. and I also read some other truth here: every race is having some trouble with the moving starbase, which makes that actual dedicated structure killers not such a good weapon. ogrovs don't outrange orkulus by that much
I think he means that lvl 1 upgrade equalises build times no matter the grav well ownership and lvl 2 gives a hefty build rate bonus across the board (aka also irrespective of well ownership). in fact not such a bad idea, since time is everything here and you cannot really go below the friendly well rates. you know, I have not looked into it much, but for vasari part of the problem is also that their starbase killer is sort of a single shot weapon. it takes out one but for the next yo
[quote who="eoncommander" reply="3" id="2388083"]as a matter of fact, there are four. you forgot sins+diplomacy only[/quote] according to the impulse description the new pack requires both vanilla sins and entrenchment. probably easier to program just one new version and it reduces the rift problem somewhat.
I look like my landsmann arnie. :D well, not really, but there is a funny terminator posing pic.
pretty well-thought out ideas for galactic wonders Astrax, would love to see something like that in the game. as for limited resources: something similar was in fact in sins beta. all resource astroids had a finite amount available and after that the income dropped to a very low residual value. refineries were very important in that build of the game. I think the problem was that had basically had to get to that tech level before these resources ran out or you'd be pretty screwed. it
since it was also mentioned: yeah, something should be done about the 'jumpy' empire tree. it really annoys me if I want to give orders via it and then click on the wrong thing because the positions of items changed. or sometimes it changes depending on what I select, like when I select enemy ships it changes. such dynamics (many of which I think result from ships entering phase space which creates an extra entry) should either be at the very bottom of the tree where it cannot affect
now that I am on it, I have to say something: I'd say the problem is not so much how they use siege frigs, but that they use them at all and to the extent they do, given their extremely high cost. said cost weakens the ai's combat fleet and that in the long run makes it a bad competitor. but the way it uses them is often times pretty clever. it attacks barely defended worlds, sneaks past point defenses and gets out when the job is done. only, it not always pulls out when faced with op
wow, what a big patch. and so many very good changes. for example, I like how they gave carrier caps more squads in general and boosted a lot of rather bad abilities. one thing to note though: adept drone animae and scramble bombers do roughly the same thing now, but 1) with the advent it just says extra strikecraft squads, so it seems you can pick which and 2) they are permanent and so they are always better. unless I have something messed up in my head and scramble bombers gives more than j