Draakjacht

Draakjacht

Joined Member # 3254703
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Hey, guys. Just checking in to let you know I'm not dead yet. I haven't been able to play any games in a while because of a lot of work. Between being busy and being more interested in seeing a more finalized version, I think I'll wait till at least the next patch before I try to make time for it all. Glad to see you guys are getting a lot of work done on the mod. Hope to play it again soon.

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If you're talking about a great gray area at the bottom, then I know what you mean. Generally, though, it seems to work with my Firefox. Sad thing is that I can pop in here once in a while, but I have not had any time to game. Not only working on a game of my own, but also writing a book. Kills all my time. Ah, also goes to all gray when I hit reply. awesome.

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Hey, guys. Haven't gotten to really play the mod much, so instead I'm running it on spectator mode and popping in once in a while. So here's a few notes and at least a couple of questions. Derelict LRM and Light Frigate look a little flat regarding the skin. Not sure if that was intentional or still working on the art. Pirate fighters have messed up skins. Will note on site. Penal Colony has Build Cost in green, but it costs less. Build Rate is red, but it takes longer

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Immensea, the Mad Scientist only has a bigger tech tree in that there are more buttons. If you count the number of upgrades, level for level, this has more. It's just that they don't have all those planet upgrades that may or may not be useful. BUT they have mentioned the idea of giving planets built in upgrades beyond what they already have. Who knows? And I believe VarekWraith is echoing my thoughts. If the AI can't handle the new pirates, then we can see their base build up an amaz

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I'm totally for the use of a fleet to defend a planet. If an AI is half-way effective, it always takes more than a starbase and orbitals to do the job. Now that the pirates are more effective, it both provides you with a true economic menace for the AI players and an incentive to whack the pirate bases. Like having a really predictable player on the map. Speaking of pirates, I was doing my best to track pirates moving through enemy space. One group went to an enemy planet, wiped it cl

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So I beat the Black-5 map. I managed to break the other player in my system, destroying all 800 of his ships in one glorious fight, him sending them at my pirate base in a steady flow. That took about 20 minutes. Then I ran into the center of the map, cutting off the remaining two players from the other branching systems. While I expanded my economic infrastructure, I dug myself in for the long haul. I knew the other two weren't going to wait for me to attack. One player attacked with 450 shi

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A couple of things. First, I think the TEC would use missiles. Lasers have atmospheric distortion issues and railguns might have exit velocity issues. Second, I had a dream about the planetary guns. Scary, right? I dreamt that I zoomed in so close to a Terran planet that I could see a city and it had four round, concrete bases which I clicked to add 1 of 3 components for the guns. I could add to upgrade them up to lvl 3. They looked like the Ion Cannon from Starcraft, but a more profe

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Okay, just looked at the blog. Interesting cideo. I assume you guys are working on the impact effects and all. So are those distant objects low-orbit defense guns or is it more of a planet upgrade that gets knocked out along with the planet (think about it, this would really increase the importance of the marza)?

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