If you just right click on the move/group button, you can force the selected group to jump all together. This way they all jump at the same time and arrive at the same time.
Paradoxnt
Just so you know, Stargate ship models for Homeworld 2 have already been made. If you check on YouTube, you'll find the gameplay video that they posted. I think it might have been in french, but they had a huge amount of Stargate ships featured in the video. They even had the Atlantis city/ship model flying around. If you can find these models and get permission to use them from their owners, you'll have 90% of your Stargate mod done instantly. You'll just have to increase the quali
Limited Phase Inhibitor range...YES!!!!!!! This is huge news. I was planing on making a custom Star Wars map with all the significant star systems. I will be making star systems that only have a single huge gravity well around the star, and 1 or more planets/asteroids within that single gravity well (in orbit around the star). The only concern I had about this kind of map was whether or not I would be able to adjust the ranges on the Phase Inhibitors. I didn't want them to c
What Vandenburg said!
I just watched Tsed's video showing what it looks like if auto cannons actually had a realistic fire rate. It was so cool that I am no longer happy watching battles occur with the present fire rates. Look for yourselves at http://video.google.com/videoplay?docid=-407227294302653153 I know this might be a problem with the Shield Damage Mitigation system, but please seriously consider making the adjustment. The effect adds a LOT to the battles.
Generally, I am also really into realism. But, just to play the Devil's Advocate, your 'behind enemy lines' fleet doesn't need fuel resupply because they somehow convert solar activity into antimatter. As for munitions and building materials, your fleet could be just scavenging from the ships/structures they destroy in battle.
Wow, that was awesome. It was amazing how much all that firepower added to game immersion...and the coolness factor. I didn't until now realize how much the present salvo system could be improved. Blair and crew really need to consider upping the fire rate on auto cannons and flak frigates.
Sorry dude, but this is going to be about research, fleets, tactics and strategy. We'll also throw in some balancing for good measure. So, that means no Sun Crushers (aka: the ship that can only be destroyed by black holes and can take out star systems with one shot), and no freaking Jedi scum....hehe, I guess you can tell I have an affinity for the Galactic Empire (some might say my user photo also suggests that). Lastly, I've been worrying whether or not we would be able to
What is going to be crazy (in an awesomely good way) will be when 2 or more players have carrier groups around the star in an attempt to protect their own/deny their opponents trade lanes. There is also the Kodiak Acceleration Special Ability that could be very useful around stars. Rush them past defending bombers to chase off the enemy carrier groups. I say "chase off", because without Phase Inhibitor equipped ships, the losing side around stars will always simply retreat....
Still, having a Phase Space Inhibitor/Embargo function on the Sova would bring some balance issues into play. Perhaps the Sova could be reduced in Hull Points and Shield Strength to make room for all the strike craft and Phase Space Inhibitor. Could also get rid of its personal weapon systems and make it more like the Light Carriers.
About the KOL not being huge, it is the first TEC warship designed to be a warship. It would have a more efficient design than the other TEC Capships, and so would offer more bang for its size. Just turn the sad looking 4 laser prongs into turreted lasers or something. Hmmm, maybe you could make them more powerful forward firing only spinal mounts? This would bring a bit more maneuvering into any battles with KOLs. I also don't like the present horizontal hangars on the side
Then it would effectively be a Phase Space Inhibitor Ship....yay!
Hi Blair, I've been going on (and on) about the need to allow Phase Space Inhibitor ships in the game...especially in regards for turning Star Gravity Wells into battlegrounds. Well, I've now been told that the Vasari are going to have a Phase Space Inhibitor ship because of their advanced Phase technologies. However, the Advent and TEC will not. So games without Vasari players won't be seeing forced battles around stars. So, what do you think about increasing the importance
Don't forget that Embargo also stops civilian traffic from leaving.....wait, how does it do this again? Is it a low grade Phase Space Inhibitor???? Maybe civilian ships don't have sophisticated enough Phase Space Drives/Computers to resist it?
Not to mention that Ron Lugge's Carrier Group at the Star would seriously damage his opponents trade/refinery ship lanes that pass through the Gravity Well....this might even be enough to spark off big fights around Stars. Leave the Light Carrier as it is, it is totally geared for carrying and supporting its strike craft. It shouldn't even be able to fend off even a single frigate. And for those who want it to have anti-bomber capabilities.....IT CAN FREAKING CARRY FIGHTERS!!!! <b
Hmmmm, I guess the KOL looks alright when you look at it from the point of view that: A) All the other TEC ships are jury rigged/refitted civilian ships and that is why they look so big, bulky and nasty. B) The KOL looks sleeker because it is the more efficient design. Also, all its weapon/power/shield/strikecraft systems were designed specifically for the KOL = KOL packs a bigger punch for its size when compared to other Cap Ships. ....That said, I still like
Hey Xerxes712, notice I said "PRESENT AI". The finished version AI will cut your Cap Ship only fleets to ribbons.
Hmmm, I think capital ships are already pretty balanced with the high costs and more importantly, the 40 Fleet Points they require. NOTE: There should be a tiny difference between cost & Fleet Point requirements for each capital ship based on usefulness/purpose. For example, the Arkan 'Battlecruiser' has to support colonists and the Sova Carrier has to support a ton of strike craft. So maybe these two ships should require 45 Fleet Points instead of 40. Anyway, Capital Ships
I personally am finding the frigate/cruiser/capital ship power/cost balance pretty good. I love that this game is going to keep all ship classes useful through the whole game, regardless of tech level. Needing to factor in construction cost/research/fleet support gives a lot of room for strategy and is also an effective set of balancing tools.
I hate to beat a dead horser but....no wait, I love hitting dead horses. I wish I could make a career at it. Anyway, I still think the game could use a accuracy modifier where ships taking hits/damage lose a % of accuracy. This would help the AI and lower the absolute reliance on focus fire tactics. LordKosc, thanks for showing us that 'ACCURACY CHART'. Accuracy based on target type is a must for modding and is already giving me ideas. Hey, does anybody know if ther
You are right, the Sova is alright. My only tiny complaint is that it should be a little bit wider. I think they have a perfect model for the Light Carrier though.
I don't know if more capital ships for the AI is the way to go. As it is, AI capital ships have a very short lifespan against human players. The AI causes me the most grief when it comes at me with a huge load of Frigates and Light Carriers. The problem the AI has is it doesn't send strong enough fleets to beat the human player's forces...especially with the AI not using focus fire and engaging in those crazy suicidal retreats.
? What, is this Godzilla II or something?
I've installed it on about 3 computers now (all mine). Never had any trouble. I think the Stardock download security measures are fine as it is. If somebody is dishonest enough to pirate games, would you really want to trust them with your account info to setup games on their system? You're account info would likely end up sold on Ebay or part of a free online Warrez Crack.
I totally agree that the KOL model is lacking. I suspect that most of us really don't like those 4 'laser' prongs/antenna on the front. I also don't like how they look like spinal mounted lasers, but can fire at full power in all directions (sometimes even through their own hull?!?). If they are going to work like turreted lasers, maybe they should be replaced by something that would look like 4 actual turreted lasers. The KOL hangers are also a bit crappy. Maybe it should only have