RonLugge

RonLugge

Joined Last seen Member # 1185464
15 Posts 934 Replies 22,572 Reputation

But this is a pointless arguement since we dont know whether it is peole or computers aiming the gun. I'm sure the computer's aim the gun (on mount or central computers I'm not so sure of)... but if they don't have it set up to require human permission to fire (either central or on-mount, again), they're idiots.

29 Replies 8,934 Views

Just for fun, I decided to try playing around with the custom map feature a little. I have to explore each map "by hand", rather than just looking at the generated result. My first game I created a 10 planet per star with 2 star systems (and only one other AI). The result I expected was two more-or-less equal systems, with the AI in one and myself in another. What I go, was one system with 10 planets, both me and the AI, and a second system with 4 planets (planets being any grav well

9 Replies 19,133 Views

I think some of the logistics for the ships themselves needs to be reworked a bit, I have had some of my ships do some very stupid things. The logistics or the logic? Totally different things, ironically. AI wise, I've had single light-frigates hare off from the rest of the assault group to attack the 5-6 gauss cannon

17 Replies 3,950 Views

Because in a large battle if you comp has to waste CPU on turning turrets the slow down would be considerable on anyones computer, sure it would look cool, but it would also be incredibly annoying. Hey, some of us can afford really REALLY high end computers -- and can play AND enjoy Supreme Commander!

124 Replies 24,268 Views

Now why would antimatter functions as the basis for all ship opperations? Power supply? Without power, you don't do jack And emporer, I have SEEN my trade ships go through the star (when controlled by AI) and even have AI ones go through my systems.

29 Replies 5,648 Views

Don't forget Emperor, there is a human element. Having you fellow cremates slain tends to be distracting... and all the shaking and rolling might interfere with doing your job

29 Replies 8,934 Views

If you just right click on the move/group button, you can force the selected group to jump all together. This way they all jump at the same time and arrive at the same time. The entire point of this thread is that it doesn't always work, especially with extremely large fleets.

28 Replies 9,322 Views

Thank you for the detailed description on how to recreate this bug! It is now fixed and your modules will construct until they can construct no more! (when they really run out of actual slots). So, when do we get to download the new patch?

8 Replies 3,588 Views

Nice find! This was caused due to a certain programmer's over eagerness to optimize the rendering of these graphs. New points in the line are only added if the y value actually changes. The programmer has since been reprimanded and now the extra points needed are added to show accurate changes in you simulation state. ROFL! Thats hilarious <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border

4 Replies 1,806 Views

Problem is, I do what you describe quite frequently and don't see it! Next game I'll pay more attention and double check though, just in case. Having just payed more attention, the construction frigates moves up to the qued item, starts "beaming" it with construction... but doesn't actually build it. My apologies! I'll play around with this some more, see if there are other ways to trigger this or if

8 Replies 3,588 Views

I was just looking at the end game graphs, and noticed that they aren't designed as well as they could be in some regards. Instead of being a plot of a given level at a given time, they plot changes instead. This isn't really a big deal, unless you have something completely stable (# of planets under enemy control) that then changes radically, and quickly. E. G. the enemy has 3 planets for most of the game, as I consolidate and expand. Then, I get around to crushing him, hard. The r

4 Replies 1,806 Views

if you mean beginning, I think thats what he means yes. I actually like the idea. Er, yeah. Thats what I get for not paying more attention to my spellcheck, and just right-clicking on the word (and taking the first alternative). ./whistle

8 Replies 17,193 Views

If the game can figure out how to send trade ships from station to station it can figure out supply routes. Exxcept... it can't. Your civilian vessels will go from point A to point B... and ignore any enemy ships or systems in their way. As a result, I always end up sitting 8 carriers plus a Sova on the local star (minimum!), to maintain control of it. (Against a human player, I'd probably need even more!

29 Replies 5,648 Views

Let me see if I understand what your saying... instead of having a single bar like so: |--------------------------------------------------------| We'll have multiple bars arranged as so: |-----|--------|------|------|------------|----------| With the smallest bars "on top" and to the left, so even the very end bar actually extends to the very "begging" of the bar, invisibly?

8 Replies 17,193 Views

Anyone else experimented with parallel construction so far? I built 3 light factories to (rabidly) rebuild a fleet, qued up a junkload of ships, and noticed something odd. Out of three factories, when my (5) kodiak cruisers reached "complete", I got three kodiaks... and two of the qued up hoshiko robotics cruisers. Anyone else seen anything like this? Also, the "construction bars" might work a little better for parralell construction if you had multiple bars for when multiple ships a

8 Replies 17,193 Views

unless you put the cannons in the right place so that they can still be in range of anything that will attack the planet. plus if you had hangers the bombers could attack Perhaps "border" would be a better word than "ring". I've learned -- the hard way -- to have my cannons right next to my logistics structures, which should be right next to the planet (with the hangers, inhibitor, and repair station tu

17 Replies 3,950 Views

or they could put then defenceive structures closer to the jump entry point as everybody else does so when the enemy jumps in, they get a face full of fire. And then watch the enemy run right PAST the defense structures, leaving the gauss cannons as a useless joke.

17 Replies 3,950 Views

But in no way should pirates be more of a threat to your planets than the AI. Unless of course the AI has one star system and you hold 20. The imbalance of forces means that pirates should definitely be a bigger threat then. OK, so I'm nitpicking. Sue me.

76 Replies 17,228 Views

Senior Donde, please let me recommend the browser "Firefox" to you. Among its many excellent features is a spell check function, which (properly used) will allow us to better understand and interpret you. Because as things stand, we can't. Or at least, I can't.

20 Replies 6,879 Views

max. one of the others, Kols as much as you can build There's plenty up there I disagree with, but this part stands out. Personally, I like Sova + Kol mixes -- the Sova can build a LOT of fighters later on, and acts as a WONDERFUL flagship for any cruiser carrier squads you detach. One of my favorite things to do is take 8 or so cruiser carriers and set them on the local star, 2 fighters and 6 bombers... intercept enemy strike groups, who usu

8 Replies 22,451 Views

Star Wars vs. Startrek http://www.youtube.com/watch?v=hNxhrPaaCA4 OMG ROFL ROFL ROFL! Thats FUNNY!

1,324 Replies 1,507,978 Views

I look foward to a cap ship called Enterprise Can't someone, somewhere, come up with the idea of "Originality"? After all, I'm not naming my ships the Honor Harrington... er, hrm.... maaaaaybeeee....

7 Replies 15,493 Views