Draakjacht

Draakjacht

Joined Member # 3254703
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I can understand the concerns regarding the Advent. Granted, I would keep their carriers readily accessible since the Advent caps don't often impress. As for the pirates, I like the way they are because they can be taken care of by a starbase, BUT do require you go out of your way to destroy them, making them a constant thorn in your side even until late game. I like thorns. As for the caps, I think they are okay. Sure, they are uber powerful, BUT I think given their design an

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Mine dumps when I try loading a map too big. Other than that, it's actually working out smoother than before. Had a map full of high rollers tossing casualties with highest-high settings. Minimal framerate lag. Edit: I finally got a minidump when pirates launched, but I restarted the game and they launched just fine. Pretty sure with all the ships on the map, it was a fluke. In any case, Black-5 is an evil map, Carbon. When I finally won control over the other player in my system (whi

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Carbon, remember what you were saying about the jump charge rate being backwards with regards to teh positive and negative? Okay, so I was in orbit of a barren world, which gives -8% and says that your guys wanna leave quick. But there was a jump inhibitor in orbit and that gives -700% to your charge up. Two odd things. One is that I had a total of -707%, but that might just be the hardcoding sucking at what it does. The other is that they are both negative. If your guys want to leave quick,

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A thought I had a little while ago was: you can give the pirates capital ships to attack the player. Would it be possible to give the pirates capital ships of higher levels? I don't know how far you can stretch the elevation of their attacks, but it would be something to see them send higher level caps after you. I know they wouldn't compare to a cap that's benefited from a tech upgrade, but it would be something. And what do you evil people plan on doing to that Ion Bolt?

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Have a list of planet abilities (the set variety) that have description errors. Posting them here in case anyone is making a list. Toxic Planet: says it causes weak shields, but no stat changing shields Terran Planet (non origin): says fire slower due to civilians, but weapons cooldown +8% Savannah Planet: says oveergrown and no reason to stay, but phase jump charge same as Paradise (-8%) Huge Forest Planet: says fewer shore leaves, but increase in weapon coold

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True! Btw, anyone note that improved tunneling for the Vasari is a tier 5 tech but is shown on tier 6? I assume it's for lack of space, but just noticed. I also noticed that Huge Asteroids typically have more resource asteroids, but normal and dwarf asteroids have the same resources, pop cap, hp and all. Just wondering if that is intentional. Haven't been watching out for planet abilities making sense, but I think I might sweep that next time I play. Noticed Ryat saw a

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Okay, I can see your point. But the only way I can really see it being worth it is through things like a 200% bonus to trade income, which would still require Development Mandate and making trade ports. Only other idea I have off the top of my head is to make the pirates much worse so that you have to eliminate them to survive. Of course, that can be a slippery slope, rationally and empirically.

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I prefer to have one less front where something can go wrong, no matter how unlikely. Once in a blue moon, it happens that in games an amazing thing happens. Not likely given the stiff rules, but once in a while. And yes, I can see what you mean about the pirates being one extra CPU. In fact, I wasn't thinking that they would even go out and grow like an AI, rather that they would take a planet, leave their forces in orbit and maybe/maybe not develop defenses around the planet. It is

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I withdraw the idea for pirates colonizing. I can understand the CPU issues it would cause. Still like the idea of the pirates being buffed against fighters. Meanwhile, I still find incentive to take out the pirate base. Even though I can bottle them up with surrounding planets, it's cheaper to wipe the base and get a little cash out of it than to rebuild mines when they attack. Heck, if you want to really add incentive, I've seen a bonus on another mod called 'Black Market' where the trade b

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A couple of things. I would like to amend my bug report. Now two of my cap fleets have wrong counters next to the fleet icon. And a thought, what if you add the flak turrets to pirate hangars and make Pirate Akkans capable of colonization? Just a thought that colonizing a planet would make it more trouble to get a planet back from pirates. At least think about the first one.

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I threw it up on the bugs page, but I'm not sure if it's a mod issue or just too many things going on in my game. I have a group of 65 cruisers in a fleet. The fleet tree shows the group icon, but did not have the correct number of dots. On a later load, the dots were gone for this one group. Other groups were not affected. It corrects after I regroup the fleet, but the error returns upon reload. Does not harm function, just confused me.

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30 Kols is pretty impressive. My usual cap group is 5 Kols in first wave and 1 Akkan, 3 Dunovs, and 2 Marzas in the second. Any support fleet depends on the type of game I'm playing. I bring in two fleets of that composition once the caps are level 4 to 6. Of course, I micro-manage the heck out of a battle that intense. MISSILE BARRAGE!

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Although I like to at least have a starbase to deal with pirates, I find them moderately difficult. The biggest issue for me is how early on I see them. I've never had them eliminate mines. Usually, their planet destroyers go around and the rest plow through. Gets rid of the cruisers, but still have to kill caps. Even still, pirates are fun here. I find that the base is hard to take AND gets harder if players make failed attempts. Nothing like fighting lvl 3-5 pirate caps.

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Planetary Abilities image corrections -- Corrosive Atmosphere: no image Gravitational Anomaly: no image Storm Ridden Planet: image vertical off-center Toxic Fallout: possible wrong image Blue Star (Magnetar?): Magnetic Storm image vertical off-center Perfect Holiday Destination: vertical off-center Unstable Ground: vertical off-center Completely Overgrown: vertical off-center; wrong image Dense Jungle: wrong image <p

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I think Ue might have a point when you consider statistics, but I know it's perfectly possible. I was using this mod when I found Space Ponies, BUT I was playing the huge (multi) random map. If need be, you can always use the map creator (not Galaxy Forge) to increase the number of planets and thus your odds.

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I usually LAN with a few friends and my bro. Fun times. As for the tech tree: I think it's nice having more upgrades than Mad Scientist cause if you set it slow (to compensate for the increased research pace) it can actually stretch to the end of a medium map or well into a large map. As for the effect of each upgrade, I'm happy with it for two reasons. 1. You can either advance due to research or numbers. Either can win if done right. If the research were pumped up more, the

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Fair enough. Just figured I would bring it up. I totally respect your opinion on the game, Ue, seeing that you work on this for free. It is important that you mention it's a TEC only ability cause I forget that once in a while. TEC is my mainstay and fighters are more the Advent's thing. Meanwhile, I just played a 2.5 hour game with ~185 planets on 5 stars. No slow down, even when things got hairy. Using Highest across the board sans bloom. Think I'll enable that and see how it runs.

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