Cool. I want to hear more of that harp playing over the #11/13 minor third progression using the b7 like a b9.
Unknown Pwn
Ah ok, good thread , thankyou pointin me in the right direction
Im a musician. Im pretty snooty and all about that, but I would realy like to compliment the composer(s) on his nice scores. Aspecialy the use of the harp. Some of the inflection in one of the tunes arpegiation the harp playes through is so distinct and clear that I could almost swear its an actual harpist playing with dry fingers and long finger nails. Regardless, I need to complain. The scores themselves seem to switch too much and its pretty much a battle-break type deal when the tra
Ah, word
Its probably been discussed and I just havent already crossed paths with it or recognised it, but, it would be nice if pirates could actualy seed their own home system, maybe not from the start of a round, but in latter assaults made by them enmass. Im not going to try and invent a rules set or anything, and I know that most of the argument coming my way is the imballance it mite create with hoards of routine interval pirate spawns coupled with a home system?..but if they could embe
Yea, a vast majority of whats takin place in the players control is fairly icon based, but you have no idea how good a feature it is to be able to scroll in and have a look from ground zero, so to speak. Cant wait to see what high-res stuff comes along latter down the pike.
This guy just needs a little practice is all. Manipulating factors in games such as this do tend to take s bit of practice before becoming aquainted with any strategy. Also, the begining 10 min of your game, aspecialy this one, muchless something like homeworld 2, dictates a great deal of the outcome. My advice to the poster is to learn a better starting strategy than go afk, and work out your starting strategy a little better, and be that as it may, the basic starting structur
Im against the culture system taking so long for a conquerable planet vs cultural deterioration. If you have glassed a planet and there is little left in the way of a civilsation left there aka population count, then the new colonists sent by the conquerors are going to pretty much be on the side of the ones that sent them. Sure they mite bicker because they dont start a world with a starbucks and a nice pizza joint, but instant revolt shouldt be there. Its a bug realy.
Lets not get impatient. I would rather this game remain and continue as the gem that it is than rush anything whatsoever. God forbid should I load moo3 up again since even this here beta came out.
Also is there an artillery ship in this game? If not then that should be added (I like using ships that have incredibly long range ) And please forgive some of the typos in the original message Carriers. All of its damage save its short range broadsides is long-range, and with the fighters, beyo
It costs resourced to develope the countryside into the big city you live in. Dispite this realism the advantage in game is the same, because you "invest" into its developement to be able to support more. The maximums are there to keep you from developing further and should remain unchanged imo. The reson is simple; in multiplay you are going to have a tactical advantage defending a system with greater military, and your economies are grown exponentialy when you invest into population cap and lo
I like that. It would add diversity to a multiplayer game where people would need to guess and counter what the opponent choses as their capital lineup soonest to latest. I would yes, starting with the Kol and the Carrier. But if they were all research items, id be just as merry. Id just like to point out that carriers are pretty amazing at level 10 just like all the others, but it tends to be the most flexible and consequently, since 75% of its firepower is remote done by figh
I like the defense cannons in all respects. At first I wished they had more range so I could be lazy elsewhere but it is a case in point to haveing fighters and possibly some larger mobiles. I can already see the point in leaving the small gaps that ships can pass through so that a player must attend to a system manualy in order to prevent enemy advancement, and that, the guns, if placed properly coupled with a jump inhibitor and repair docks, can easily turn the tide of any assaul
I dig the Kol. Looks like a big mean squid that shoots particle accelerators out of its apendages when its not spewning a gazilion rounds out of its "small" arms tri-cluster of cannons on its mid back at surrounding targets. Its non-antimatter augmented firepower is noticeably less than the other battleships, and mite stand to have atleast a couple standard mid-sized broadside guns coupled with its spammers though,but, obviously, has the best tank in the game.; I threw a level 10 Kol wi