I use bhammers for defense because of their short range, low attack value and slow speed. ;)
akaste
It seems that the AI will keep defending with pesky defenders or ocassionaly with battleaxes even when battlehammers are available for them to build. This is based on my observations from 5+ games on 'crippling.' So, the question is: can we convince the AI to use battlehammers more extensively? They can be terribly effective at frigate/battleship stage, given their cost/defense ratio. When dreads come around, of course, they are less useful, but still pack quite a punch due to its obscene amount
Even with bugs fixed, it remains to be seen whether Moo3 will turn out to be a good game. Since the AI is nonexistent, it is too early to judge gameplay. My hunch is that no amount of bug fixing will sort it out, but the cds are still sitting here (i've uninstalled the game after two weeks of best intentions) and I'm secretly hoping behind my pessimism.
nudge sends thread upwards.
oh heck, I wasnt aware of that forum. thanks.
Means your alignment has shifted way over to good.
Is it possible to mod the spaceship abilities? (att/def/hp) If so, how?
Yes, this point has been raised before by yours truly and others. There is no harm and possible benefit in repetition, however. So here.
hehe... when it rains it pours. good luck man.
oh, and this is on genius-crippling.
I've seen the AI capitlize on the PQ event you talk about in the game I've just completed, but your point still stands. The problem, I think, is that it is far too easy to capture AI planets, even when their navy is equal to or superior to your own - it simply does not react with enough force to battletransports escorted by 2-3 dreads, and does not garrison its planets enough. You can get to their core planets without being harassed too much, and then it is not unusual to find AI's best
Just as I was about five turns away from completing final frontier, Draginol threaten to appear in my best world, PQ 40. Destroy the colony? HA! I sent in the fleet. Evil bastards were dead three turns after they appeared. They drowned under a flood of Rangers, Avatars, Overlords and a few old Dreads. Revenge; sweet revenge! Kicked their precursor ass to oblivion once again.
err, to be honest I have read only a part of the first page, but I too think that the game will be a better one if a more detailed combat module could be implemented.
Yes, I think I have overstated my case by mentioning economic and other bonuses with the military one. I still stand behind the assertion that relatively more significant inbalance is caused by the military resource, however.
Dangit, I want to see starbase AI in action... there goes the day. ~SDC~
I posted a message about the potential imbalance created by resources a week ago. That post did not get any replies. I have since completed two games, on large and medium maps; difficulty being crippling (incredible AI) and painful (genius AI), respectively. The games are on the metaverse under my name. My experiences in both have reinforced my belief that the objections raised in the earlier post need to restated. Now my position regarding resources is that they are grant too much of
I dont see any cd-shaped keyholes around...
I've been using SB Live in three seperate systems I've had for about four years now, and apart from the odd driver update issue, I've never had a *single* problem.
I dont think that would be possible (nor is there need for it) as the bars denote percentages relative to each other.
As keygens keep getting released, I'm sure Frogboy and others will be looking at them and nullifying them with patches.
You cant use the Excalibur unless you trace a direct bloodline to Arthur. Its in the manual.
I guess he is nicked 'Bossy' for no trivial reason. But, Nicholas, your argument stands on one wooden peg leg. In the middle of a storm. On a ship. *nudge*
Fleet-to-fleet combats (as grouped using the form fleet button) would not only speed combat up, but would also give eariler, weaker (but faster) ships a new lease of life, and possible add some tactical depth to the game. Would be a worthwhile addition if the AI can be programmed to use this effectively.
Sounds like a perfectly good idea to me. If not two years, then make it at least six months.