I saw that Yarlen had the most recent post and thought, ooh! Update! But no.
Fishbreath
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.
TEC all the way. TDN Titunev? TDN Karamazov? There's no way the Vasari or the Advent will possibly be able to sound so cool. >.>
In Total War, anyway, handicapping someone is as easy as giving them less money.
Tomorrow!
Handicapping is never a bad thing in games between friends.
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 >.>
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
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.
Physics is subordinate to gameplay. I'd prefer +/-45.
Much prefer it this way, as for most phase lane turns it actually makes it possible to hold a planet without a phase inhibitor.
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
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
Where can I find the image for those last few? >.>
Usually I tend toward agreeing with Schem, champion of the low-powered computer users that he is, but here I really fail to see how optimization, once we've uncovered the lion's share of the bugs in the final beta, is a bad thing. Though, from my understanding--I've never had to optimize anything for multiple cores--there is a little bit specific to running on several cores, in the end it's much the same as optimizing on a single-core CPU: making your threads so that ones that require input from
To continue, and there's only one more I have off the top of my head. 4. Phase inhibitors. At first, when the AI just threw massive fleets at me, I sort of liked it. Now, thinking about it, I see it more as strategically limiting. There are two possible solutions, as I see it, depending on what phase inhibitors are supposed to be for. The first possibility is to make the phase inhibition ability antimatter-dependent. This would serve more to pin a fleet in place while you come to attack
Haven't posted for a while, because I haven't played for a while (went on a Silent Hunter III bender >.>). Played again last night, with the AI on Hard for the first time, and I remembered why the game had eaten my life before. Four star systems, 24 objects, and no flagships--that made a big difference, in that expansion took a lot longer. Nothing especially worth mentioning, except that it seems like my ships die faster now. Also, it's probably not a bug, but has anyone noticed how an
I'm not going to call myself an expert on modern naval combat, but from what I know of torpedo turn rates and speeds and combat vessel turn rates and speeds, karaoke, there are no ships longer than, say, about eighty yards in service today that can outrun a modern torpedo. Take the ADCAP torpedo at 55 knots or so and, say, an Oliver Hazard Perry-class frigate at call it 30, and unless you time your rudder hard starboard perfectly, the torpedo wins. That's why most American ships have a
Honestly, I prefer to focus/zoom as opposed to zoom to cursor, because then I end up looking at exactly what I want to, as opposed to merely in the vicinity, and also because I can do other stuff with the mouse while zooming. >.> I guess that makes me a minority. (old fogey) Let me tell you, it weren't like this in the old days! (/old fogey)
I know the feeling. It's to the point where, no matter if I need a combat capital ship or not, I build an Akkan cruiser and give it a point in colonize when I put a fleet together. >.>
Load the game, open the menu, hit 'end game'. Mouse over the end of the following graphs: planets, asteroids, capital ships, frigates, squads, civilian ships, planet modules. Note numbers for each player. Add.
A fitting test for this would be one AI, which you defeat and bottle up on one planet as quick as possible--load it up with frigates so that they can't do anything, but leave the planet alive, and build a lot of orbital mining platforms--I think it's the best bang for the buck, object-wise. Save often, build until the game crashes, note when. I think I'll start tomorrow.
'Objects' here referring, note, to everything you can count--capital ships, frigates, squads, civilian ships, planets, asteroids, and modules.
Or turn on stacking.
So, I noticed this with the scroll bars yesterday. In any menu where a scrollbar isn't necessary (but not during the actual game), I see the bars stuck at the top of the screen. Graphics card is, as mentioned, a Radeon 9600 LE, and the drivers are the most recent ATI official ones (07.3).