stein220

stein220

Joined Member # 3408409
1 Posts 56 Replies 20,460 Reputation

[quote who="GoaFan77" reply="9" id="3088735"]One thing I am worried about is that there hasn't been any mention of faction specific units accept for the titans. I was hoping that say the TEC Rebels could get an even more offensive LRM variant with say an extra missile pod with research that would change the mesh like structures and starbases do. Even if it was only one such unit per faction it would be a nice way to diversify militarily instead of blanket research upgrades (I.e. 2 starbas

26 Replies 17,307 Views

[quote who="GoaFan77" reply="11" id="3088767"] Now maybe those friendly territory bonus will be enough to discourage anyone from fighting them in their own territory, but the offensive player will probably get more planets and thus win the war of attrition no matter how many starbases the loyalists can build.[/quote] If it were one on one, the TEC loyalists would probably have to do more hit-and-run attacks in order to keep up the pressure in the beginning. &

26 Replies 17,307 Views

At first I wanted to play the Advent Rebels first but now I'm thinking the Advent Loyalists might be more my style. Automatically spreading culture should be nice boost starting out and I'm glad there will be a way to take planets over (versus just overthrowing them) with their titan. but all the factions look fun and much more different from each other.

26 Replies 17,307 Views

I wanted to kind of "restart" this thread because the original has focused more on the association with Steam and the related technical issues. Not that those aren't important, but it might be easier to have a separate thread to focus more on the game-play aspects discussed in the article and not the Steam aspects. I don't want to imply people's concerns aren't valid;I just want discuss some other things here. And just to start with something, I

26 Replies 17,307 Views

I'll often leave an ability on manual cast and if I want to use it but let the AI decide on a target, I'll right-click it so it goes to auto-cast. If I want to save anti-matter for another ability, I'll right-click again to turn auto-cast off. But, there are also times when I want to use an ability on a specific ship (where applicable). I believe magnetize hull causes damage to the affected ship when strike craft hit it so I try to take advantage of that. &nbs

15 Replies 7,717 Views

so, if it's during game setup (before play starts), it sounds like we should be able to set the sub-faction for AI's then, which was a popular request. The one's who just choose to stay out of it must be the neutral militia's and, well, you know what happens to them. [e digicons]}:)[/e]

47 Replies 28,273 Views

hopefully, they'll buff the radiance's energy absorption ability so she's more durable; and we'll be able to take that ability to level 4 so we'll see what that does as well. the battleships do need some love.

8 Replies 4,884 Views

[quote who="StarFallArmada" reply="17" id="3082343"] Quoting stein220, reply 12while i too imagined the colony ship to be larger, it's possible it is "colonizing" an inhabited world (they all have militia) and just bringing administrators to bring it under control. like how India was a British colony (as opposed to to the US). umm, the US was populated before it was "colonized" too... [/quote] yeah, you understood w

49 Replies 149,414 Views

while i too imagined the colony ship to be larger, it's possible it is "colonizing" an inhabited world (they all have militia) and just bringing administrators to bring it under control. like how India was a British colony (as opposed to to the US). it could also be a shuttle identical to the larger version because the TEC was a bit rushed when the Vasari and Advent invaded (we never see them land in-game). but yeah, i really like this.

49 Replies 149,414 Views

I haven't played a couple of weeks but since yesterday my cursor in game is stuttering and vibrating when I move it. This never happened before and the game has run smoothly on this for years (upgraded from Vanilla all the way to Diplomacy). It looks as if the cursor is "sticking" to the screen if that makes any sense. This does not happen in Windows. This begins at the first menu screen and continues to actual gameplay. The opening cinematics and music are fine.

1 Replies 2,024 Views

i really like the new skyboxes. i normally turn them off because most are too bright but these let the ships really stand out. so i'm going with 4 because of the awesome skybox and the funky laser thing the titan is doing.

43 Replies 140,825 Views

[quote who="lbgsloan" reply="18" id="3066333"]This is good, the first meaty bit of information instead of vague hints. Lots of in-depth answers this time around. I'm a little concerned when I heard 'no major changes to caps' though. I really hope efforts are made to make the support and battleship caps viable choices over the carrier/colonizer every time.[/quote] I think (hope?) the extra ability levels (specialization) and new capital ship

39 Replies 83,559 Views

[quote quoting="post"] Culture’s role is being enhanced, but not in any way that would require more player management. The Advent players will gain some new advantages to being in their culture and other players would be wise to not just let that slide." [/quote] This sounds to me like Advent will get more combat bonuses other than shield mitigation. I wonder if there will be economic bonuses as well and if Rebels will get those with t

14 Replies 21,233 Views

[quote who="GoaFan77" reply="1" id="3026542"]Yeah, there was a post a while back where we came up a lot of ideas of what could be done to help culture even within the current game engine (I.e. a mod), and I offered to make on to test it, but there wasn't a whole lot of interest. Edit: This mod now exists, and is here.[/quote] I'm just noticing your edit today and will check out that mod.

19 Replies 40,121 Views

What if instead of the planet button that just moves your homeworld/capital, it had multiple levels like the infrastructure upgrades? The first would be to upgrade a planet to a "provincial capital" and would not increase population (b/c the civilian infrastructure does that), but would increase the maximum allegiance at that planet, The second (and maybe third) could increase maximum allegiance at connected worlds. The final upgrade would then move the capital like it does curr

19 Replies 40,121 Views

Most of the base technology for space-faring is already researched when you start a match since humans had been exploring and trading for over 1000 years and the Vasari for over 10000. The tech tree seems mostly meant for upgrades to the existing tech. And while I do think a multi-purpose "resupply" ship of some sort would be interesting, I keep myself satisfied with the following observations. 1. My fleets tend to orbit my own planets longer than they are at

37 Replies 33,504 Views

The simplest idea that could probably be done with a mod is to have a ship with gigantic Anti-matter pool and the transfer anti-matter ability like the disciple (but not the steal anti-matter ability). You could use an existing ship or make a new one depending on how good a modder you are. Between the Advent's AM rechargers and TEC's culture benefit, you could use that to set up a "supply line" (not sure what the Vasari have to complement this). I think somethi

37 Replies 33,504 Views