[quote who="EadTaes" reply="9" id="2372198"]bdgackle I fail to see were you are getting at. [/quote] yep. you fail. ok... if you have a long chain, and another trade port generates... 3 credits per second.. and say... a refinary at that spot would generate .96 resources per second (*4.5)~4.32 credits per second... (10 mines connected... (thats an 4 roid planet, a 3 roid planet, and a 3 roid planet... no
Pbhead
I hate to be a realist... but its not going to happen... diplomacy is the last expansion... and there are no plans for a 4th race as far as I know. However... feel free to create a mod.
what version are you playing? and what mods are your trying to play with? are you putting the mods in the proper locations? there are so many possible issues, if you could narrow it down it would be helpfull.
awsome... hehe.. but my idea means that the shield mitigation present would be... different... from the current system... the "max" shield mitigation would change depending on how much dps the ship was taking... so... playing with a few random numbers... (note, these numbers are totally picked from the sky and mean nothing, so just cause i didnt do any balancing and game theory and so forth... its just an idea) if the function between damage absorbed (y) and raw damge done (x)
well, maybe thats not possible... what about messing with shield mitigation?
In case anyone missed the point of the op... it took me a few seconds to figure out myself, but the answer is: "hey, use this site to possiblly build your clans website instead of starting from scratch"
well... what if this: capitalShipInfo Page:0 count 5 blablabla frigateInfo Page:0 count 6 blabalbal Page:1 count 5 blablabla NotOnPage count 3 blablabla is changed to: <p
well, what exactly controls if a unit is labled a capital ship or not? or more importantly what causes a unit to take up a capital ship slot? cause thats all i need (and turn haslevels to true) or maybe haslevels is the thing that makes it take up a slot...?
So, I was thinking... well, I have been thinking for a while... I have been doing a lot of thinking at different points in time, and whatever... And I came up with a few ideas that together, might make the game a bit more... epic? Basically... I wanted to try to make each unit (with 100+ people on board) slightly more important... slightly harder to kill, and slightly more painful to lose.
well, maybe they got EA to be like "well, maybe impulse is enough drm" and they got rid of it? (wishfull thinking, prolly though...) now... since I already have one of those games... can I get it onto my impulse account... (or somehting like that) edit: just be glad Impulse is not steam... *shudders*
does targetting uplink effect strike craft? if so... that would really be pathetic... cause it would be waaaaaay better than the sova's heavy SC.
Well, I watched the 1v1. very intresting strats... very similar... a zillion scouts, and then straight to hcs (and a few hoshikos)... Amish, you played rediculously well, but Looking at the set up... the astroids, the resoruces, and everything... you kinda had a really big resource income advantage that you kept through the entire match... just take a look at the graphs at the end. I think the battle was desided when the map was generated... although, that would be intresting
Tremulous, a free, open source shooter-- with a twist... 1. bases. (you lose your telenodes, you cant spawn!) 2. aliens (with really sharp claws). base game: http://tremulous.net/ Updated, and awsome client (preety much required... read the install instructions) http://www.tremfusion.net/ and then check out my clans server, korx1 and 2... which is modde
hmmm... dont know if this intended on not, but it seems like i can research hanger bays, repair bays, and superweapons... and they are not removed from my build list. havnt checked returning armada.
ima going to go ahead and protest making the sova's heavy fighters aoe. The sova does need help, (I was testing the sova's heavy sc ablity with ~|_ sire today... it sucks) but... making it AoE... it makes the races less distinct... means that the sova has to be near its fighters to give its boost, and... (with your slight unnerfing on carriers) i think it would make sova rushing+carrier spam just too tempting. another thing. advent lf's dont generate antimatt
seems to work fine for me. (i mean, its different from the opening post, but it seems to work right, last research does 40 cap ships and so forth.
[quote who="Astax" reply="13" id="2326055"]Yes there used to be an option for resources in game options, low medium high and random. But they took it out patch after that and made all resources random. I wish that was brought back, which shouldn't be too hard considering it was already in the game! And add to it an option for low medium high and random militia. [/quote] YES PLEASE!!!1111
I want in.
oooo.... EPIC... I WANNA PLAY DIS!! downloaded... whos up?
except... the problem is twice as bad as you think. http://uncyclopedia.wikia.com/wiki/Main_Page
This is really cool Amish, I would love to pla- erm, get beaten by, you to help test it some time. Two things though... please put up the changes you made to carriers, flacks and hcs (ya, I know your going too, but w/e) and second... Amish, you play vasari, right? (or, at least I have seen you play vasari the most...) cause... it looks like when nerfing you nerfed the vasari slightly less than the other races... and when buffing,
hortz... stop acting stupidly. or this just might turn into a teachable moment.
if the research is qued but not done, it will allow you to que ships, but the ships wont start building untill the research is finished. and the qued research wont research till there are enough labs... that all just takes time for things to finish up, but if you lost a lab with the research still qued, I can imagine that it would appear that the frig factory is not working... I think that might be your problem. que up a light frig, it should bui
[quote who="-Ue_Carbon" reply="5" id="2319405"] Well not everyone can afford the life of luxury. After all, Marza were asteroid buster/mining ships. [/quote] heh, and akkans were cruise ships, and donovs were large freighters (prolly from when phase drives were expencive and large and not cost effective to fit on the small trade ships we have today.) but anyway... I would like to know what
well, when all your ships in the empire tree suddenly start flashing red, its preety obvious what is going on... and you can be building trade ports in a different gravity well to see it go off... and then just hit the "1" key (you know, when you selected your capital ship and hit ctrl+1 to bind 1 to select your capital ship) hit "w" (the usual key for interupt ablitiy... you did get a capital ship with an interupt, right? (or shield restore) and click on the marza in the empire tree...