Fishbreath

Fishbreath

Joined Member # 2679817
5 Posts 213 Replies 515 Reputation

Re: Antorak gate. I did some testing on this in my game. The gate is two ways--that is, ships can jump to the Antorak, and ships can jump away from it. However, the Antorak itself can't use its own gate to jump away--if it moves, the ability turns off.

23 Replies 28,453 Views

What it should do is zoom to cursor unless there's a unit double-click-focused. I like zooming to my cursor when I'm going between systems. I don't like zooming to my cursor when I'm trying to see something in particular. >.>

36 Replies 60,303 Views

Regarding your point on lasers, the TEC, being the low-tech emergency military that it is, is not generally a laser faction, hence why lasers only have two levels of upgrades to the... larger number for missiles and autocannon. The Vasari and/or Advent will probably make use of lasers more.

8 Replies 4,214 Views

For #1 in suggestions: there's a button at the top of the screen that changes the zoom setting from center of the screen to the mouse pointer. For #6 in gameplay: research the 'long range phase jumps' technology in the Empire tree.

28 Replies 13,659 Views

The thing I like the most about SoaSE is that it's paced slowly enough and production and such is easily accessible enough (although the latter could be better) so that I've never really needed to pause.

8 Replies 2,666 Views

Planet stealing isn't a problem if you just time the arrival of your colony ship prior to the end of the fight. Your Colony ship gets there first and charges up to 100 AM first. Akkan cruiser + Colonize >.>

10 Replies 4,567 Views

Er, my point is that modding turrets to be way stronger is promoting the whole fortification mindset--as it stands, a decently-sized fleet can in fact overwhelm a defensive setup (excepting things like the ring of fifty-some hangars and fifty-some bomber squadrons that somebody used). Making turrets stronger means that there's way less of a motivation to keep any ships at all in reserve, and that attacks against the one or two points you can attack against get harder. What needs to happ

482 Replies 353,149 Views

I disagree about turrets. Twelve in a pattern with overlapping fields of fire has been plenty to destroy smaller offensive (two or three capitals, a handful of frigates), and turrets alone should not be effective enough to stop a large attack; supporting your defenses should be necessary to prevent a properly-sized fleet from rolling over your planet.

482 Replies 353,149 Views

I recall putting target priority in my 'Thoughts so far' thread, but for your convenience I'll reiterate here. What I'd like is a system wherein certain behaviors can be prioritized for certain individual ships. Here are a few I've come up with, and I don't really have much of an idea for how to make the interface work with it. 'Attack' - The ship will target and engage in much the same way it does now. The two following settings can be used to define behavior more specifically

9 Replies 3,128 Views

24 planets, 4 systems, flagships off, 6 players in locked teams of two. Flagships off makes for a much more involved early game--you can't just rush the battleship in and hope for the best, you need to balance your infrastructure and military spending so that you can keep up with the AI's expansion and still have a competitive technology level and manufacturing capability. The small number of planets per system means that you're engaged with enemies almost immediately. Locked t

9 Replies 3,128 Views