sawakaki

sawakaki

Joined Member # 3461371
11 Posts 169 Replies 478 Reputation

I agree it should require a high level of research to be able to colonize a star, but I don't think it should be much more expensive to upgrade than a fully upgraded starbase. I like the idea of haveing a couple of types, population and trade or construction, but the investment shouldn't be out of proportion either. Of course, if the bonuses for population or trade are hefty enough, increasing the cost for the structure and upgrades would be okay. I just think using th

18 Replies 75,812 Views

Hmm.... If it is three times the size of a regular planet, shouldn't the population be larger too? That could lead to some pretty hefty tax income if it had, say, twice the population of a terran planet and was made the capitol though. Maybe make it so it can't be the capitol, but keep the population high? [quote who="DsJack" reply="3" id="2119076"]I think it should have less logistic slots because its got alot of health otherwise it might get very unbalanced [/

18 Replies 75,812 Views

A Dyson Sphere... Cool [e digicons]:thumbsup:[/e] Quite the super structure. I like the design. Plenty of places for the light to still reach planets, but still ridiculous amounts of room to develop. Looks like it works best with TEC structure style. What's the population going to be for this? I did some looking and found this, "A spherical shell Dyson sphere in our solar system with a radius of one <a title="Astronomical unit" href="http://forums.impuls

18 Replies 75,812 Views

True, but if the map is large enough to support several Novalith, then losing a planets income for a few minutes really won't hurt in the long run. At least not against an AI. By the time you have enough planets for this, your income level is already pretty high, even if you have a huge fleet.

15 Replies 19,523 Views

[quote who="Annatar11" reply="13" id="2118947"] TEC - Hit the enemy planet just before your fleet arrives so you don't have to spend as much time bombing the planet with you caps. You can even hit the planet with the Novalith while your fleet is isn the grav well because it won't damage your ships. That's like shooting yourself in the foot, though. The Novalith decreases the max population on the planet for a long time after the shot (it's probably in the neighborhood of

30 Replies 116,870 Views

I'm seeing alot of people talking about the super weapons being used by themselves. I think the super weapon, for any race, is meant to be used in conjunction with a fleet. I don't think any of them are meant to take out a planet by themselves. TEC - Hit the enemy planet just before your fleet arrives so you don't have to spend as much time bombing the planet with you caps. You can even hit the planet with the Novalith while your fleet is isn the grav well because

30 Replies 116,870 Views

When you move the cusor over the planet you get an info box. In that info box is a line that says how much culture is being 'produced' by that planet (if you have a broadcast Center or equivilant structure). Also, if you select a planet, in the three little boxes just to the left of the planet picture on the HUD, the middle one tells you the current alliegence (I have no idea how to spell that[e digicons]:rolleyes:[/e] ). If you move the cursor over that box, it will tell yo

10 Replies 20,215 Views

I've noticed what you guys are talking about as well. I just had something odd happen myself. I had a fleet split and go into two separate gravity wells to get to another one two jumps away. All I did was to click once on the gravity well I wanted them to end up in, and they split! I'm not sure why that happened. Could it be because one route was quicker for some of the ships, and for the ships on the other side of the fleet formation the second route was shorter?&nb

8 Replies 21,348 Views

[quote]Entrenchment really fixes the problem you describe. You should try it only $10[/quote] Star bases and other improvements to fixed defenses are a big help in freeing up your main fleet. A fully developed grav well (tactical structures) with a fully upgraded starbase (expensive, but worth it) routinely destroys enemy fleets worth 600 fleet credits, without your fleet being there. Note: This is only against AI, against humans you still have to counter fleets with fle

15 Replies 22,178 Views

On the super weapons, something to think about is the cool down time. I don't have the numbers memorized, but I know the cool down time for the Novalith Cannon is well over 200 sec. I think it might be over 300. Regardless, with a cool down time that long you'll have time to rebuild most everything that was destroyed. There is usually a warning that tells when a super weapon is gonna go off, so if you pay attention you can see where it came from and target that

15 Replies 19,523 Views

[quote]But we have to forgive the game for a lot because for most games to work, physics goes down the toilet.[/quote] Or become so complicated that the gameing experience gets left out. [quote]Actually, a laser would never be harmful. One of two cases exist. 1) The vessel has what NASA calls 'navigational shields' which are designed to counter deep space dangers, such as hard radiation. Lasers are merely synthetic hard radiation. 2) The energy shields are the navigational shi

67 Replies 244,221 Views

[quote]So his stuff gets blown up while the other player (AI?) doesn't lose anything.[/quote] Has to be multi-player. AI's don't kite their carriers around like that, at least not that I've seen. As to counter that. Late game for TEC the Kodiak has a 'rush the target' ability. Use this to get in range of the carriers, then a few Kodiaks will tear them apart, unless their cap carriers, of course.

70 Replies 224,595 Views

[quote]In closing, I too, am fine with the status quo, but i can tell you, that if someone did to me with strikecraft what i do to my enemies, i would be VERY VERY pissed off.[/quote] LOL. I know I hate being on the recieveing end of a bomber or fighter swarm. They can be countered with lots of flak, but not before they take out at least a couple of caps, which is the whole point, I believe. Just a side note. That was pretty much the simplest, easiest to unde

70 Replies 224,595 Views

Yup, they're free! Just to let you know, though, Galaxyforge3 is not working right now. It won't start up at all. Stardock knows about it and it's on their list to fix, but last time I checked (earlier today) it's not up yet. As a side note to this, Annatar, do you know if I can get a hold of an earlier version of Galaxyforge somehow?

4 Replies 14,391 Views

[quote]now if those 9 trade ports are all around a starbase your enemy would have to destroy the starbase to be able to build any logistical structures. unless of coarse they are tec and they have ogrovs, but you could have fighters on your SB making ogrovs useless.[/quote] Okay, it all made sense, except for this. lol [e digicons]>_>[/e] Starbases on their own don't support logistical structures. Were you responding to <a id="ctl00__Content__RepeaterReplies

67 Replies 244,221 Views

[quote who="Annatar11" reply="7" id="2113676"] How many trade ports per planet is too much? More than 3? Never too many, as long as you don't need the space for labs and such. [/quote] Absolutely. On larger maps once I have all my labs built I'll have whole planets dedicated to trade ports. A desert planet with 10 trade ports earns a lot of money.[e digicons]:erk:[/e]

10 Replies 23,522 Views

[quote]the orbiting thing would be way too annoying if an enemy attacks because your SB could just float away, and it makes them extremely weak because advent and TEC starbase need static defences to be useful otherwise they can be easily killed with a couple of caps or some ogrovs and flak.[/quote] I dissagree with this. If a star base had the ability to move within its orbit it would be a simple matter to lure the orgrovs into following the SB, reverse the direction of the SB,

67 Replies 244,221 Views

Orbiting is an interesting idea, and as long as the SB's stay in one orbit, the Orkulus still has a movment advantage in that it can move anywhere in the grav well. The only problem I see is what happens to the players that put 30+ gaus platforms around their planets? What would the checks be so the SB didn't just plow right into the gauss platforms, or resource extractors, or repair platforms, you see the what I'm getting at? It's a great idea, but I don't know what

67 Replies 244,221 Views

[quote]some players responded to another one of my posts and gave me new tactical ways to lay mines, and I thank you.[/quote] Sorry to digress, but can you post a link to this thread? I'm interested in mine laying, but the search function still isn't working in the forums. Thanks

19 Replies 24,744 Views

[quote who="The_Rezonator_1" reply="5" id="2113003"]i find in my games the only AI opponenets who actually use mines are TEC... advent and vasari dont use them all that much... at least not as much as during the entrenchment beta testing... [/quote] Can't comment on beta stuff, but oddly enough, I find that TEC uses mines less than Advent or Vasari... Hmm [e digicons]>_>[/e]

11 Replies 24,309 Views

[quote who="WarlokLord" reply="3" id="2113033"]I kind of like the not-being-able-to-phase-out mechanic. That would make players think and plan assaults against them VERY seriously... [/quote] I like this idea as well. It certainly would make the game interesting, though it would create a need and incentive for HUGE fleets. It could also work in a campaign (if there is one coming, hint, hint [e digicons]:P[/e] ) by forcing factions to unite like Longasc

118 Replies 390,968 Views

[quote who="highlander" reply="7" id="2105827"]Here is a work around that another user posted, not sure how well this works, but it may be worth a try; Galaxy Forge work around; Essentially, it would appear that SoaSE 1.15 does not need all of those normal & quick entries in the .galaxy file...just the "normal" ones. So, "fixing" the old map becomes a 3 step process for me that doesn't require anything but notepad and takes all of 3 minutes if you can type and have a

9 Replies 52,518 Views