Shadowhal

Shadowhal

Joined Member # 2761571
21 Posts 774 Replies 13,959 Reputation

is the cursor completely invisivle from the very beginning on or does it just quit moving after a couple of minutes? I had the latter case with my laptop and installing the latest video card driver solved the problem.

3 Replies 2,612 Views

ps. paradoxnt got me with fighters too. 20 light carriers and a few capships takes a lot to counter and trust me, flaks dont break it. The flaks couldn't counter the fighters, or they couldn't counter the capships? The flaks should, at the very least, have managed to clear out enemy fighters (if they were in enough numbers) they couldnt counter the fighters/ bomb

10 Replies 17,299 Views

you mean for jumping to a particular spot in the replay? that would indeed be awesome. They already said they won't do that. Faster replay speed would be nice though. well, if its technically too complicated I'm ok with a fast replay speed. I cant remember, is there a rewind option? if not, that would also be nice if you're in fast mode and go too far.

10 Replies 17,299 Views

yes, the complaint is not that capships are too strong - I like them the way they are - but that the differences betwee levels are just very big. and come on, buying levels 3 - 4 for them costs more and takes longer than it does to build them and even then when you have the ressources chances are that your enemy has even higher levels. so again, the point for capships and watching them is at least for me out of question, but who said that the rpg was so much needed, or at least

130 Replies 26,794 Views

ah, I thought you continued, but 4 hours is a very long game. strangely enough, later on I hosted a 3 humans, 3 ai match which was one of the smoothes I had so far. ps. paradoxnt got me with fighters too. 20 light carriers and a few capships takes a lot to counter and trust me, flaks dont break it.

10 Replies 17,299 Views

although I should actually give the credit to my business english professor who in his notes made an economists joke. something about "you raise my interest rate by 10%". I figure thats where I got the idea from. he actually had other good ones, but thats not the place for them.

22 Replies 32,927 Views

* you watch soccer and wonder why the players dont use an inhibitor * you start chatting up girls with strange lines such as "our interests seem aligned, lets form an alliance" * you wonder which level a ww II warship would have if it would still be operational * you look in the sky and wonder what the big thing shining thing is that planets dont have in sins * you ask your local supermarket whether you can pay in credits or an equivalent amount of metal or crystal * you insi

22 Replies 32,927 Views

By the way - this has no connection to the capital ship/other ships power ratio. I have no complaints there. Only RPG elements can prevent you from managing the empire and force you into micronamagent of capitals. The "special powers" are fine by me but the difference between first and final level of a capital is far too RPG-ish. I support you on this one. its good that capships are as powerful as they are, but the leveling is t

130 Replies 26,794 Views

the question is, whether this is interesting enough for a losing player to stay in the game. civ 4 has more or less the same thing with the vasellage treaty. the overlord gets access to all ressources, happiness bonus full territorial movement and sight, a bonus to victory conditions and a few other things. so yeah, a concede/ capitulation whereby the losing party pays a certain percentage of his ressources to the overlord would be very nice. to spin this thought further, a losing side

10 Replies 19,690 Views

yes, I read too that one race will be added in beta 4. I just dont see any reason for excluding the last one. this beta test exists to deliver as perfect a product as possible and we all know that a bad balance can hurt a game badly. I mean how can we say that a particular ship needs more hp, speed or armour if we dont even know the totality of its uses. maybe by contering someting from another race it gets a lot more useful and likewise other races counter balanced strategies so badly that its

31 Replies 21,440 Views

I'll probably write more later (lunch time almost over at work) but for now I'll point out one thing that will make your whole system crash Other races. Your entire thought is based on TEC vs TEC. What if one of the other races has almost no frigates? What if it has almost no

31 Replies 21,440 Views

Besides, you can always use culture centers to boost your income. Also making your capital planet close to a star does wonders for you too. correct. but ten percentage points plus any points you gain by relocating the capital just isnt enough influence on something which is quite important, especially in larger games. I have no problems having distant planets give only low return, but at least I want to have

49 Replies 10,095 Views

I'd say 0-1 Cap ships are half price and automatically gain 1 extra level, and give Flagships a special abillity. That way your replacement ship comes out at half price, and is level 2, with a special ability (that you don't purchase with levels) yes, essentially the direction I was going. maybe make it that the first capship starts out with level 1, but get free lvl 2 upgrade. fairly simple to do, but it takes a while

130 Replies 26,794 Views

well, I'd say, you could - just for lore and plausibility reasons - also go the way in saying that after a set amount of time of some other stuff you discover the unique effect, but you have to spend ressources to profit from it. for some things it wouldnt logically work, but you need installations to mine ressources, centres to accomodate tourists, zoos and hunters to profit from fauna, an organised mission to find and get a treasure. in short: knowing its there and what it would do co

14 Replies 3,605 Views

not only might, but do. there is also a high level research that allows fighters to ignore inhibitors.# personally, I would like to see an upgrade to the inhibitors. for an extreme amount of antimatter consumption, they could also trap fleets. you could base strategies on that, such as jumping a small force in to trick the enemy into using up all antimatter and when it stops working jump another fleet that goes for the actual target behind the lines.

14 Replies 5,945 Views

perhaps exploration should be free and automatically begin upon colonization but take a very very long time. that sounds good. a variant: maybe upon colonisation exploration starts and after a while you get a probability of finding something and then you decide if you want to do it. but yes, in early to mid game, ressources are needed more for ships and research than to get an arbitrary possible effect o

14 Replies 3,605 Views

hehe, yes, an extremely daunting idea: first capship takes longer to construct, but always cost much less, like half or a third. that means destroying it does give a distinctive advantage, but doesnt doom as much as it currently does. don't ask me how to explain it lore-wise. (its basically the equivalent of say, paying only about 200 gold instead of 500 to revive a low lvl fallen hero in wc3) Not

297 Replies 220,563 Views

In small games, losing your uberpowerful flagship is generally fatal. Here is an idea to help compensate for this a bit. How about Flagships get a small bonus in weapon fire rate/shield regen rate/repair rate/accuracy? (can explain it away as the crew/officers/engineers being the cream of the crop). If you lose your flagship, the next capital ship you complete is your new flagship. This will help players come back from losing the

297 Replies 220,563 Views