Diplominator

Diplominator

Joined Member # 3043743
0 Posts 9 Replies 89 Reputation

[quote who="Raging Amish" reply="12" id="2302270"] First, mobile phase detection is nigh useless with awesome phase detection researches in the empire tech tree. Needs a buff: - increases phase jump chargeup rate for all enemy ships phase jumping into and out of the gravwell by 100%. Does not stack with PJIs. Second, Jump degradation should do one of mentioned below: - Take 20% AM off incoming ships (good idea - yay) - impose a 100% movement sp

566 Replies 1,292,038 Views

Does the Overseer's passive phase jump scanning ability do anything if you have the third tier of phase jump detection (the eight-lab one that lets you see everything that jumps anywhere)? If not...that might be worth looking at. I'm not a fan of abilities that become totally worthless later on, particularly since the phase scanning thing is pretty expensive to begin with.

566 Replies 1,292,038 Views

Okay, so the Nebula and BAC are out (unless there's a Pillar of Autumn model somewhere). The only other idea I can think of is giving both sides the Venator, or maybe an Acclamator Mk II. Except the Acclamator is substantially smaller than most of the other capital ships. Hrm. Well, best of luck. It's an amazing mod.

827 Replies 2,312,711 Views

So, um...The empire has the Venator...fine, I can see them keeping a few around for duty on the outer rim. It's a bit of a stretch, but I'll buy it. However, they should probably NOT have X- and B-Wings. Oops. Any idea what the Alliance might get instead of a Venator? A Bothan Assault Cruiser might be appropriate, since it's supposed to be a replacement for the Victory. Also, if you can't find a BAC model, it looks like the Pillar of Autumn from H

827 Replies 2,312,711 Views

My name is Diplominator and I approved this message. I don't approve of what happened, but the message, sure. I'm not convinced that this is the beta's fault, but it's true that this behavior hasn't occurred before. It also showed that both of us were connected in the network tab.

5 Replies 1,011 Views

The new bounty button allows you to place bounty on eliminated players, provided they have the highest bounty (i.e. they were hated before their demise). This is a problem because A)there's no reason to put more bounty on dead players and B) it essentially makes that button not work, since it shows the dead player.

2 Replies 1,531 Views

I had an issue with it today. It let me put more bounty on a player that had lost, since he had the highest bounty. Normally you can't place bounty on deceased players (and have no reason to), but the tab doesn't check to see if players are dead, only if they have the highest bounty. Well, it excludes allies, I suppose.

24 Replies 4,962 Views

Close. It's only for star-to-star stuff. So, if I want am on planet A in Star System 1, and want to be on planet B in Star System 2, my ships will not go from planet A to star 1 to star 2 to planet B. They use a wormhole in Star System 1 to go to Star System 3, and from there to star 3, and then to star 2. Adding about ten minutes of travel time, assuming they don't randomly decide to start flying straight up instead of jumping, like they sometimes do.

8 Replies 12,990 Views

A bit off-topic, but rather than start a new thread called "wormholes," I'll post here. Has anyone else had the problem of ships really liking wormholes? Like, even if there's a faster way to a system in another system, it will take whatever route involves a wormhole. It's extremely obnoxious and a waste of time. Anyone else have this issue? Should I describe it better?

8 Replies 12,990 Views

Well...wouldn't putting your fleet above or below the planet in a gravity well put it in a better position to respond to multiple directions of attack, since they'd be equidistant from every point on the perimeter of the grav well?

11 Replies 26,391 Views

Well, sure, more allies would help. But then that's three players not doing anything in particular for a long time, not to mention the sheer logistics capacity required to research both RA and higher-level ships. If nothing else, it would make more sense for the prototypes to be required, if only for logic's sake. It's a thought, and I do think that in FFA games it'll help a lot. Oh, and I noticed 1.03 had a nice addition...increased research times in return for multiple research track

144 Replies 52,230 Views

I think that, on small maps at least, it is perfectly feasible to stop RA. The problem comes when you start playing longer games where everyone has had time to get higher fleet upkeep levels. The vasari player doesn't HAVE to rush to RA for it to be stupidly good. He can play normally, and then when everyone has lots of research and huge fleets, he has the ability to replace losses. With upkeep upwards of 50%, other people don't. The vasari player can take bigger risks with his fleet, accepting

144 Replies 52,230 Views

My friends and just played a 5-man FFA and the lack of ability to scale back reared its ugly head. I think that it's a major contributor to the brokenation of returning armada. Every race but Vasari is completely screwed if they lose a fleet with lots of logistics capacity. The Vasari player simply shrugs and dares the enemy to kill him in five minutes; all the time he has before his fleet is replaced. Maybe not in its entirety, but certainly at a faster pace than an economy hurt by 75% upkeep

56 Replies 49,644 Views

I know people have requested that taking extractors be prioritized over scouting for the vasari scout, but I'd like to request that that change not take place. Uncolonizable planets often have defenders and having a scout loiter in a system getting shot at is worse than having to redirect them to an uncolonizable world now and then. Also, as others have mentioned, the game hates vista and starts becoming unplayably crashy after about 4 hours.

1,040 Replies 572,808 Views

My group of players had exactly the same problem for a while. I can't speak to the exact nature of the problem, but having the players who had installed it on an external HD reinstall on the computer's HD fixed the crashing problem. We didn't try anything else and we haven't had a crash since, so...take that for what it's worth. I have no idea why reinstallation helps, but it helped us. My theory is that since our crashes started after patching to 1.02, the people who were crashing pat

49 Replies 22,716 Views