hydrocarbn

hydrocarbn

Joined Member # 2940422
4 Posts 533 Replies 16,038 Reputation

[quote] Awesome, but a question on the Advent, I'm playing them now. Do the effects of the broadcasting centers regardless of their position in your empire stack on top of one another? Or do you build just one? [/quote] They stack but I've found it's much more effective to simply build one per planet. In this game, i had one planet linked to one of the enemy's planets and one with a asteroid in the middle (the culture spread "around" the asteroi

42 Replies 27,307 Views

[quote] I read it. Answer me this...do any of us actally KNOW the mechanics IC employed in the current new/saved game functionality? It may well be as you're describing OR it is entirely something else. They also aren't going to give us those details here in the forum either! [/quote] I'm pretty sure it doesn't employ magical pink space ponies to automatically see into the future when downloading save games, but you never know. The problem is that there will

25 Replies 24,911 Views

[quote] Uh, what? I just posted that variable weapons are possible and implemented, and of course there will be model imports. Your doing that capitol-ship based mod, right? I'm not sure thats quite what he's talking about [/quote] Yeah, it's not lik

46 Replies 68,826 Views

It has finally been done. Me and another Advent player, despite all odds (and a few TEC incursions into our space) knocked out an opposing player's homeworld and colony using only culture. I suggest you try it too, if you enjoy turtling and "epic lols". The player in question had an ally constantly raiding us and had nearly wiped out one of the major colonies of my teammate. We thought we were going to lose, but snickered as their tax income dwindled. Finally, we got the "*x* has been d

42 Replies 27,307 Views

[quote] My buddy and I setup a fairly large map (several stars, many planets (~50), and a few AI players too) and saved it in MP...it only took seconds. I don't think there's an enormous amount of data going across the wire, but I could be wrong. [/quote] You don't understand. That's all well and good when both players are already getting each change in real time, but to "catch up" is the real problem. Please re-read my post. Saves seem

25 Replies 24,911 Views

[quote]Now maybe in the future we can add in a MOD with new ships, or something to do with a variable weapon layout/system for the original ships, but we will just have to see what the mod tools look like, they may not allow model import or exports. Ya never know.[/quote] Uh, what? I just posted that variable weapons are possible and implemented, and of course there will be model imports.

46 Replies 68,826 Views

[quote] Lol, cheating hadn't actually crossed my mind. [/quote] Oh! Of course, you're right, they wouldn't match up. You might be able to get away with it if someone crashed and needed the save file, but then it'd only work for a 2v2 etc. Good point.

22 Replies 38,374 Views

I find that when my opponent conveniently decides not to bring flak frigates (often overlooked), 60 Drone Carriers with their Enemas of Doom tend to put the hurt on anything. Move em around so that you can't be intercepted (pick off the speedy ships with your LRMs) and those bombers will keep on blasting caps. A LRM + carrier fleet works so effectively.

23 Replies 14,999 Views

[link="http://dov.slipstreamproductions.net"]Dawn of Victory[/link] implements this, as it's a more micro, military and fleet oriented mod. You can see some of my progress on it [link="http://youtube.com/watch?v=YDhcjYU3-O4"]here[/link] and a further explanation at the SSP forums [link="http://forums.slipstreamproductions.net/index.php?showtopic=4877"]here[/link]. It's really not a very good idea for a empire-building game when you have so much to manage already, but it tends to work well for sm

46 Replies 68,826 Views

Thinking through this, it's really a no-win scenario. The client would have to download the current save file automatically to rejoin a game in progress. The problem with this is twofold: 1. If anything happens between the sending of the save file (which is a few megabytes in size) and the player join, that data now has to be updated again 2. Latency issues would abound as the host now has to upload a save file to the client What will happen is that on a slow conne

25 Replies 24,911 Views

[quote]Now, the devs can say on their forums that weapons are 99.9% accurate as an excuse for not doing the extra work involved in programming dodging manouvers, but the game itself contradicts them by showing projectiles that can clearly be dodged in the time between leaving the gun and impacting the enemy.[/quote] I agree. I really don't care how big the ship is, I care about its acceleration on screen, I care about the size of the shot, and I care about how fast the shot moves. If a

294 Replies 307,361 Views

Oof, this should be always binary, it shouldn't be easy for people to cheat and edit their save games (3 megs of text is doable in some text editors).

22 Replies 38,374 Views

Assuming a projectile moving at X speed, a ship moving at at least half-X should be reliably able to dodge that projectile. While you may say area matters, it doesn't if the ship is fast enough or has a tight enough turning radius. I see no reason a frigate or cruiser could not dodge a typical non-beam shot in Sins by simply using evasive maneuvers. The caps aren't fast enough to overcome their large area disadvantage, but frigates could quite easily roll out of the way of incoming fire having s

294 Replies 307,361 Views

[quote] This is simply not a true statement. I am an economy-focused player who does not rush my opponents and I have never been destroyed by the normal or hard AI within 30 minutes and I have turned the pirate delays up to 10x their default values (essentially meaning that pirates are not involved in the early game and are only a factor when my fleets can destroy them with ease). [/quote] [quote] I am an economy-focused player who does not rush my o

260 Replies 234,532 Views