badken

badken

Joined Member # 2567208
7 Posts 52 Replies 369 Reputation

Several of my favorite bugaboos have already been mentioned by others, but here we go: Please allow setting a rally point to a fleet. Unless I'm confused about this, it appears that right now setting a rally point to a fleet instead sets it to the lead ship of that fleet, with hilarious consequences if the lead ship is destroyed. That is, I don't think the rally point automatically changes to the newly promoted lead ship, as I believe it should. I would love to be able to adju

142 Replies 279,199 Views

Well, Impulse updated my Sins Diplomacy install tonight when I checked, so something happened. :D

18 Replies 46,623 Views

[quote who="Greg30007" reply="601" id="2902415"]What do you guys want. Pirrates to attack with one ship. As it is just sell structures and they will leave if you cannot get 2 caps ad 5 lrms to clean them off.[/quote] This kind of exaggeration is not helping anyone. First off, playing normal speed, it's no easy task to have 2 cap ships and 5 LRMs by the time the first pirate raid shows up, especially for Advent. Second, there's no guarantee that 2 cap ships (carrier/battleship, say) an

716 Replies 1,628,606 Views

[quote who="myfist0" reply="31" id="2902103"]Quoting TobiWahn_Kenobi, reply 27@myfist I'll wait. But if you want to contribute, why not send a download link of those files to yarlen? Put me on the pay roll and not a problem. [/quote] This is why we can't have nice things.

81 Replies 206,094 Views

Thanks to all for the help & comments. I've played a few more games out and I think the main thing about the pirates that bugs me is the inconsistent difficulty. Playing random maps, depending on how the map is set up, you can put up a chokepoint or two for the pirates, or they might be able to get at different planets from different directions. Early on, splitting fleets only makes the pirates harder to fend off, and putting up a pirate-stopping defense in two or three places is too cost

16 Replies 13,312 Views

[quote who="GoaFan77" reply="1" id="2891357"]In the start menu in the lower right hand version it says the version you are running.[/quote] Thank you, but I don't know what version the beta is. Mine says 1.19a, is that the beta? If we are really expected to fend off pirate fleets of that size even on normal difficulty, I guess I can put this game back on the shelf. :(

16 Replies 13,312 Views

What indication is there when running the game that I am running the beta version? I got what I think is beta 2 (it shows the beta release notes in Impulse History), but when I tried a game, the first pirate raid was huge. I've never been able to play Diplomacy with pirates on. I'm a lower difficulty kinda guy. I was hoping this update would let me play with pirates on but it doesn't seem any different to me. That's why I'm wondering if I'm really running the beta--do I need to run the Dev ve

16 Replies 13,312 Views

Yeah, and the heavy armor bar doesn't go all the way under the four ships with heavy armor... That's the problem with making a chart like this, it's never done :D

33 Replies 135,290 Views

The game gave me Advent last night in a random FFA against 3 Hard AIs on the Medium Random map. It was basically the same story, go aggressively to starbase, then max out defenses at the pirate target planet, then start playing Sins. Took me 4 1/2 hours to get a Diplomatic win. My AI ally was not far behind me, which was a happy surprise--it's the first time I've seen the AI use diplomatic features effectively. It even beat me to a couple of pacts. Vasari defenses make it a bit easier

20 Replies 10,141 Views

Okay, here's a version with capital ship names and base dps values: [img]http://img651.imageshack.us/img651/2328/soasedamagevsarmor.png[/img] EDIT: updated with latest image

33 Replies 135,290 Views

I saw this topic and I had to have a go at this: [img]http://img545.imageshack.us/img545/3572/soasecounters.png[/img] I thought about adding some absolute damage numbers for reference, because the bonuses don't tell the whole story, but I figured this should be enough info to figure out the counters.

33 Replies 135,290 Views

1. Granny panties - these things have got to go. I realize they're generally the cheapest available, but nobody looks good in them. 2. Tighty whiteys - Standard white briefs are boring and the waistband never seems to last. Definitely need to add some color and do something about that waistband. 3. Plain boxer shorts - Not too bad, but make sure they have a button on the front. It's the worst when you're walking around the house in these and Mr. Happy pokes his head out to say

7 Replies 18,134 Views

[quote who="ZombiesRus5" reply="9" id="2581429"]Also, in your game I noticed you left the desert planet un-colonized next to your homeworld. In this map I think it's critical to get the 3 adjacent to your homeworld and not let the AI establish a foothold so close. I would also setup some basic trade in a FFA after your inital defenses and small fleet are established.[/quote] Actually that was a volcanic planet, and I intentionally did not colonize it until after I had the terran plane

20 Replies 10,141 Views

So to answer my own question... here's a game I played today. It's a Diplomacy 4 player FFA, Vasari vs 3 hard AI's on the map Double Cross, standard start, normal speed everything, no allied victory, diplomatic victory on. Dip-Vasari_vs_3H_DoubleCross.zip Some comments on this: As in Zombie's game, I had to spend all of my early resourc

20 Replies 10,141 Views

[quote who="ZombiesRus5" reply="2" id="2580083"]While I don't think the pirates are necessarily fine. Here is a replay in Diplomacy FFA against 3 Hard AI's with 2 allied victors only[/quote] Thank you very much for that replay! Watching it was very... illuminating (sorry, couldn't resist). It gave me some ideas for improvements to my game. You still had to spend a ton of resources to deal with the pirates, but it was interesting to me that you were able to accomplish it mostly

20 Replies 10,141 Views