Uranium - 235

Uranium - 235

Joined Member # 2586033
24 Posts 461 Replies 14,916 Reputation

[quote] There are different armour types?! Why in the world isn't this listed in the game? Anyone feel like writing a short guide to this stuff? Do different weapons have different attributes against different armour, or is it ship dependent (for instance, is laser always an anti-light armour weapon, or does it depend on what ship the laser is equipped to)? Actually, the armor class for each s

22 Replies 42,613 Views

[quote] I think introducing more speed options as per original post is the way to go - once this is done - ICO should start introducing clan support... Perhaps even ladder of some sort... Anything really that will kick start claning initiative since this game has HUGE potential for EPIC clan wars! [/quote] Ugh, competitive online gaming - absolutely ruining every game since 1991.

1,040 Replies 558,436 Views

********** Oh oh oh! Here's a realistic idea! ********** The ability to tell a fleet how many of what I want it composed of, or tell a system what ships of defenders I want. So I could say "I want this fleet to always have at least 10 flak frigates". If a flak frigate is lost, the nearest non-occupied frigate factory will pump out another and send it to the fleet. For a system, I can say what sort of defensive garrison I want it to maintain. When defenders are

1,040 Replies 558,436 Views

[quote] Dead fighters cost you nothing, dead flak costs you pretty penny! [/quote] In Homeworld, it also costs nothing to rebuild primary weapon systems that get blown off by bombers, but it doesn't mean your battleship is any less worthless once it loses them. And by the time you replace a squadron's worth of strikecraft, the battle's already over.

69 Replies 113,678 Views

[quote] Flack frigates have light armour, hence fighters will do twice as much damage to them as bombers. Use them [/quote] Where the hell was this explained? They have an armor rating of 4 (or 5?). Compared to every other frigate, I consider that pretty damned heavy.

69 Replies 113,678 Views

[quote] I’ve been trying to use the random map creator to make a 3 star map to my tastes, but I’ve run into a problem, every time I enter the settings and create the map, I end up with players starting on a planet with 2 nearby planets, but then there’s a long phase line to the rest of the system. Is there a way to stop this from happening? I don’t want the player’s starting positions separated like this. [/quo

1 Replies 3,449 Views

[quote] It is certainly possible, but first we have a lot of lore to present to you [/quote] (And a story-driven campaign)

21 Replies 25,045 Views

I'll keep this brief as I'm going to hit the hay, as it were, but I've noticed that Flak frigates and their alien counterparts are extremely effective at eating up fighters. This is especially interesting, since everything that can carry a wing of strikecraft (and can move) is a hell of a lot more expensive, fragile, or higher on the tech tree than AAA. I generally have a fleet that carries a group of strikecraft - a Supercarrier supported by two or three cruiser-class carriers

69 Replies 113,678 Views

[quote]Uranium[/quote] Actually, every starting colony has an asteroid field and either a volcanic or arctic planet next to it. It makes sense to think of one or the other as the moon.

1,040 Replies 558,436 Views

Empire at War had the BEST capital ship deaths I've ever seen. Whole sections would break apart and the entire thing would just drift towards the planet for the rest of the fight. Homeworld 2 weren't much better than SoaSE, as they do the same thing. A few explosions, BOOM, model goes away, all that's left is debris. The explosions themselves aren't as epic as HW2's were though.

10 Replies 7,976 Views

One way to improve the missions would be to "Destroy * XP of ships" instead, as I'm pretty sure killing little construction drones is worth a little less than one capital ship...

4 Replies 11,812 Views

Fleet operations need work. Homeworld did strike groups a lot better. You could band together everything, and send them on their way. Capital ships would slug it out with destroyers and other capital ships, frigates would chase their targets of opportunity, fighters would engage bombers, and bombers would engage capital ships. I was sorta expecting to be able to fleet my units up and have them function the same way. Right now they just feel way too stiff and require too much micromanage

1,040 Replies 558,436 Views

[quote] While I agree there's a cost/effectiveness problem with defenses, it sounds like the problem most of you (and yes, myself) are having isn't the defense systems, it's the diplomacy. In the current system, the AIs team up all the time, but it's incredibly difficult to get an alliance with an AI, and way too easy (fail to complete one mission) to lose that alliance. [/quote] I play with locked teams now just for that reason :P I thin

136 Replies 154,428 Views

[quote] Rule 1... If your planning on playing online. never give out how you start, that gives your enemy the ability of countering you and catching you with your pants down. [/quote] Yes, I'm sure people are just writing this stuff down to look up later in case you use the same name, because they want to know that you use the Kol instead of the Marza or something.

23 Replies 15,554 Views

[quote] i start with the always classic move.. start-->all programms-->stardockgames-->sinsofasolarempire.exe its all on cruise control from there [/quote] Who the hell uses the XP-version startbar? Or god-forbid, Vista? *shudder*

23 Replies 15,554 Views

The only time Gauss is useful is if the enemy just stands there going "Duh". I love watching single ships just fly right THROUGH all the turrets, only one or two actually FIRE on it (the rest just ignore it), and it doesnt' take more than 25% shield damage.

136 Replies 154,428 Views

The first request is the ability to set a rally point PATH. My navy had taken a pounding and needed to be built up again, so I set my production planets to work. There were two routes to get to where my navy was, both of which were of nearly the same length. I assigned the rally point, and went on my way. I was getting some alerts of 'reinforcements have joined the fight' so I went to where it was calling me. The wormhole, which was lightly guarded by a detail of carriers, was also the

2 Replies 6,379 Views

Half the reason I wanted a huge-random was to give myself some breathing space, and allow my empire to get, maybe, 1/3rd the way up the tech trees and have a modest fleet before I engage the enemies, and then partake in large, sweeping battles across the galaxy. With 10 players, and 5 stars, it's extremely logical to assume that on average there's going to be 2 enemies per star. Imagine my surprise when not one, not, two, but FOUR retries of this scenario has given me [b]4 or m

5 Replies 9,091 Views