It was a Terran planet, just about touching the local star. Not the star's grave well; the star itself. Screenshots would help. (btw you can edit you posts so you don't need to double post) Eh, good po
RonLugge
Actually I have seen the computer make use of 3D movements, and formation, for jumping mostly though. OK, let me try to explain myself a little more carefully. When you have a (very) large group of ships, and set them to jump "all together", sometimes (not always) one or two will jump without waiting for the rest of the formation -- at all. Also, the routing of units told to jump separately i
OK, I'm starting to think the custom map generator needs a little work. I'm not sure, but I think instead of having # of planets per star (as labeled), its a (rough) count of number of planets total ( not counting asteroids and the like?). I wish there was a view-all cheat code or something similar, to let me play around some more. On top of that, the artifact counter needs adjustment. As things stand, it reaches up to 9, the total number of possible different artifacts,
Well, one things is you have to properly PLACE the defenses. An inhibitor is necessary to keep the pirates from killing your trade centers then just moving on, and repair centers are needed to keep your hangers alive when the AI comes for them... while cannons should be up close to those because the AI just doesn't seem to bother engaging them before moving forward.
I'm not interested in doing the math, but generally I'll throw a few of each ships in. For capships, I like the Sova and dreadnought to add in to my Kol, then add in the two battle cruisers as time / resources allow. I like the Sova carrier, especially as it levels up. I use a few cielo's and hoshiko's to help keep the fleet "in shape", with a larger section of carriers to provide even more fighter support. (Yeah, I like fighters). Sorry I don't have exact numbers, I'm dealing with a
I don't believe this is planned, as giving two or more players control over one race/team would not work out very well. As you mentioned, however, players will be able to work cooperatively on the same team as either the same or different races (however you decide to set things up). Eh, my brother and I had some fun in starcraft once upon a time, where I'd control the economy while he did the warfare. I'm very much an economy and bigger hammer player, w
And also, on the trade ships aspect, they are quite smart. They plan courses that would earn the most credits, or go from the richer to the poorer systems. And they dont go through enemy planets, unless there are not threats there( you have orbit control). Otherwise I have seen trade ships go long ways of course when I lost a planet, just to keep safe. I wish my current game was working like that -- did they break it in a patch or something? I have my c
You can have anything frm a catastofic meltdown to a totaly corrupted BIOS in 3 or 4 seconds if your temps get realy out of control. And unless the system is REALLY badly designed, you shouldn't have a really out of control temp! A short term rise of a few degrees shouldn't hurt anything, and if you get any more than that your system is borked anyway.
I don't see how you would have waaay too few units. Too few for what? Remember that your opponent would also have fewer units as well. Because as you reduce the number of units, you reduce the number of ways it can be broken down. All of a sudden, you can't, for example, break off a couple of frigates just to watch your flanks by picketing an empty system, because each frigate is a much larger part of your fleet.
You forgot to mention the tech level you wanted DO we have kodiaks? Cielos? Hoshikos? Carriers? Research level. There are no tech levels lol. You know what I meant. (And even for a nitpick, thats pushing an awfully fine line).
You forgot to mention the tech level you wanted DO we have kodiaks? Cielos? Hoshikos? Carriers?
Problem with reducing the number of ships is that in small maps, you'd end up with waaaay to few units. While in large maps you end up with lots more, at least it balances out because you need to use them in more places.
I know I'd love a "see all" cheat simply to poke around with the "random" map generator and see if the flaws I've seen in my last two games are random chance, or "status quo". Not to mention getting a better "feel" for what the various custom map options do.
Just need a checkbox to let us use/not use random events. After playing a bazillion games of GC2, random events liven things up. At first I played with them OFF. After a while, they were welcomed. My problem isn't random events in and off themselves; my problem is making them so large as to have them make and or break a game.
your answer is quite violent, almost rude.. Thats because I'm blunt. I try to control it, don't always succeed. And it really annoys me when someone throws out bland generality's without any concrete ideas behind them for a request (hence my control slipping, and me not even realizing I was approaching rude). Sometimes you can't come up with ideas as to how to further your request, but simply saying "prettier" UI drives me nuts because its so
Who knows, maybe a Death Star ?? That's dreaming -- but damn I'd sure love to push the button on it and make my enemy cry. Could always be balanced by making it take 100 planets worth of fully upgraded logistics
Which by the way is not the route man is currently taking to achieve hyper-velocity munitions, they are using "light-gas guns" or Railguns. Both very different technologies from the gauss guns. FOr those that are curious about the difference between a gauss gun (or the similar coilgun) and railgun, here's a link for the wiki: Coil Gun / Gauss Gun <a href="http://en.wikipedia.org/wiki/Ra
d) Effectiveness of the battleships needs to be increased. Make them truly fearful, right now a mob of 10-20 cobalts can take a battleship out. If they are the Queens of the fleet right now they can't go anywhere without their attending court of smaller vessels so they don't get mobbed. Thats the way the want it to be -- cap ships are NOT the be all end all, you need support units. H) Make the contest for the planets m
For what reason? Because humans are still the "ultimate self-programing remotes". I'm going to trust a human over an AI any day when it comes to judgment calls. A computer might be quicker, but I'd rather not trust it to get it right when it comes to friendly fire, or choosing which enemy ship to hit. (Wouldn't need to be approved on a shot-by-shot basis, just "engage ship X!"
Makes little sense, but fine. Unless of course the weapons power is so high as to need anti-matter power, same as jumping.
Just a point of clarifacation, but are you saying you want the game to be all laid out to you without any risk of losing? No, I just think that handing the game off to random chance ISN'T fun. If I wanted to gamble, I'd go to a casino.
And you enjoy watching circles fight triangles while getting bombed by squares? I sure dont. Too bad for you Graphics isn't even very high on my list, unless I'm zoomed in for a screenie, at least.
It is the beta after all, I am sure there are a few kinks but I have noticed that planet balancing isnt exact. I think they try to work on a average so there is a bit variety, however an average of 4 and 10 does not come close to 10 so that does need to be reworked. I know its a beta. That's why I'm mentioning it so it goes from an (un)known issue to a known issue.
Logistics What your talking about is tactics. And the tactical AI definitely needs help... hence being in beta
Now see, we know antimatter is used for jumping, because obviously rendering a hole in space itself takes a lot of enegry. However normal movement, as well as the powering of weapons could be easily fueled by more inexpensive nuclear of fussion batteries. yes, but this is a mod. If he decides antimatter is the ships primary source of power, so be it!