Major Stress

Major Stress

Joined Member # 2517982
50 Posts 3,064 Replies 1,798 Reputation

Practically every game in this genre has the same issue of shots being fired though their own hulls, and friendly ships. Like Alway said if they coded in friendly fire, and realistic bullet physics even top of the line systems would have trouble running the game smoothly. Supreme Commander tries to simulate real time bullet physics, and look at how laggy that game can be even on the best of systems. I would rather have the magic bullets, and smooth gameplay than perfectly modeled physics, and la

11 Replies 4,490 Views

I like the 1 time use colony ship idea, and the colony ship cant jump into a known hostile system idea. If jumping into an unknown system you could just make the ship auto return to the nearest safe system. Also limit the number of colony ships that can be on the map at one time. You can make it use a larger amount of ship slots to simulate being a huge population transport ship (scale the ships size up to reflect this too). Make them a little more expensive to build. Remove t

32 Replies 16,181 Views

Say this with a racing announcers echo now.. The incredible "Phase Shifting Fighters!" Not only do they miraculously fly though your capitol ships without so much as getting a scratch (take a close look at the Kol while moving, and the fighters following it). They can now go though planets ! Who needs to go around obstacles when you can phase shift, and go THROUGH them! <img src="http://images.stardock.

11 Replies 4,490 Views

Gas giants should be like stars in that they should have a huge grav wells (intentional for ships to take longer to jump in/out). Plus it could have a small colonizable moon (use asteroid model as placeholder for now i guess), and have 1 or 2 crystal roids. That way it wouldnt be totally useless. However you can only build in a small area around the moon you colonized. Id like to see different types of planets, and moons in game, or 2 colonizable worlds in the same grav well (planet, a

9 Replies 3,829 Views

Pfft. Pointless thread.. However if i did have a choice of which race to have in game 1st it would be the Vasari. Not because they are uber, or anything like that. It is to fit in with the lore that it was the Vasari that started the war. However the Vasari did not expect TEC to be resourceful enough to fight them back to a stalemate. The Advent are the ones that change the balance of everything with their arrival.

14 Replies 24,645 Views

Some think the game is too simple as it is now, and you want it dumbed down some MORE?! I dont think so. The gameplay is 2d though you can move your ships in 3d if you want to. If the devs made the main view non- rotateable i think it would break the gameplay as it is now, and an absolute riot would start. Right now, though it still needs a little work (mainly in the AI which is being addressed in the coming patch) you can practically sit back, and just watch whats going on. Al

23 Replies 4,548 Views

It is very irritating when what you describe happens. However the way i see it is when the structures are queued a some kind of foundation is layed, but you need the constructor to finish the job. Hegemonia had a similar problem, but at least it showed scaffolding when something was queued, and being built. If nothing is supposed to be there to begin with until a constructor shows up to build it then i agree it shouldn't be able to be targeted at all until it is being built. What i wou

4 Replies 3,594 Views

I am assuming you found the screenshot folder since you posted some pics What i was looking for was exactly like what shots you posted, and i didnt find any problems like that. All the extractors (yes i checked every single one on the map) were centered, and all 4 feet planted firmly on the ground. Ill keep checking as i play, but so far i havnt seen anything like that. Its wierd that would happen

15 Replies 35,214 Views

The old system of upkeep per ship/structure was pretty realistic, and doable up until you hit the 75% cap from there it all went to hell in a handbasket. The freedom you had with that system is pretty much what hooked me into the game. That is not to say i don't like the current system. In fact i do, but it does need allot of work. Buffing up the numbers is a temporary fix, but like Schem has been trying to say it may not be enough. I propose a system that combines both the old, and the

17 Replies 5,375 Views

What we can do since the replay function still doesnt work is just play a quick games just to specifically look for that error. Take screen shots of extractors being built (print screens do work the shots are stored in your application data/ironclad folder), and send the saved game. Im playing a game right now just to look for this problem. EDIT: Ive played 2 full games, and didn't see the problem of the OP. Bases all look like they are setting right.

15 Replies 35,214 Views

I agree with that. There is no real way to determine which 3 worlds will get a buff without breaking into the game code itself. Since the planets are randomly generated. The capitol world is the only one you can be sure gets the buff. I stayed with the 2-4-6 for the capitol, but i added yet another stage with 8. Made the cost 1800 credits, 500 metal, and 250 crystal (probably too low, but this was a test). I added 10 more to the tactical, but i am considering making another very expens

25 Replies 19,470 Views

If you dont have control of 5 systems regardless of planet type within the 1st 15 minutes of any game then your doing something wrong, or are taking way too long to take them. Without at least 5 systems in your control your economy will collapse, because you will be spending way more for ships upgrades, and research than you are making. You can turtle with less worlds, but as i said things will take far longer to progress which IMO makes for a boring game. Use your initial flagship, and colbalt.

10 Replies 7,072 Views

but in the end they are still pushovers, I dont see why everyone is complaining about them... and they most certainly do not come in the massive, "50 ship fleets" that people are complaining about, even with massive ammounts of bounty (upwards of 20k) You're right. It must just be in our heads. LMAO it looks like all the pirate clans reunited to remove your tyranny as well..

76 Replies 16,907 Views

I will rather fight the relentless waves of pirates than waste money trying to out bounty. Some of the best fights i have had in game have come from this. The fortress worlds are not invulnerable, and i have lost a few. One thing the AI doesnt do yet (pirate or otherwise) is take out a planetary shield before it starts bombarding. Its almost as if you arent out to conquer the universe, but to just to survive long enough the be the last man standing from the pirate attacks.

76 Replies 16,907 Views

4 hard AI's with flagships 40 planet single star system (because thats all my poor machine can handle well). Pirates usually start attacking almost immediately, but i can handle the early game attacks. Its when the i have over 5 systems, and 15k in bounty on my head is when things start getting a little rough, and the planet killer fleets start showing up. By that point in time my systems are almost fully fortified, and i can deal with it. I make a b-line to research crisis recovery, and planeta

76 Replies 16,907 Views

We already have "Whack-a-mole" defence with pirates, and the insurgents when researched that can appear out of nowhere at any given time. This guy may be on to something here. Myself, and Schem both made no big secret that we arent big fans of the phase lane system tho has been improving. We already have jump range, and jump speed research in the betas but are useless right now, because ships can jump star to star from the very beginning of the game. Im all for fully connecting the planets, but

29 Replies 15,938 Views

Yea, the siege frigs have a nasty habit of breaking formation and going straight for bombing runs. Both the AI's, and yours if you let them. Try to research planetary shields asap and use them. It wont stop all the damage but planets will last longer vs that kind of bombardment.

16 Replies 4,444 Views

Why are Pirates so mean?... Because they YARR! Your mostly right about the orbiting pirates at uncolonized planets being pushovers. with the exceptions of desert, and terran worlds all i have to do is send in my flagship, and thats all she wrote for them. However a solo kol cant stand up to 5 corsairs, 8 rogues, and 4 Pillagers as i found out the hard way trying to take a terran world <img src="

16 Replies 4,444 Views

No. No. NO! Its already been there, done that with Homeworld 2, and not very well i might add. In the grand scale of what the developers have in mind you wont have time to micromanage subsystem combat with as many fleets as i believe there will be once the Vasari, and Advent are added into the game. You can micro only one of those fleets at a time. While the AI will have to manage the rest of them unless you franticly jump between fleets. I personally dont want to deal with subsystems a

18 Replies 7,623 Views

Just a thought... What did the veteran beta 1 players think of the old upkeep system? and how do you think the new logistic system stacks up to it, and why? I guess the real question is.. Which system did you prefer? To be honest i preferred the older system where you were only limited by what you could afford. The pirate AI should stay the same for a hard game, and its difficulty should be scaled down for a normal, and easy game. Right now the pirates are the only challenge in the game

69 Replies 16,785 Views