ShadowDragon8685

ShadowDragon8685

Joined Member # 2807186
12 Posts 61 Replies 437 Reputation

Only the "owner" of the privateers should know that they're hers, otherwise it kind of, and by kind of I mean "completely", defeats the purpose of building the privateer's cove in the first place.

76 Replies 17,002 Views

I don't think that having fleets jump in under the guns is a bad thing, personally. If you jump into a fortress world, you know what's coming. The first wave are going to die, that's a fact, jack. That's why you fill the first wave with the crummy ships you don't care about, to act as loss leaders. Not that it really matters much. In my experiance, with a PJI and a wall of turrets, the AI just runs the turrets anyway, the bombardment ships going straight for the planet,

88 Replies 18,868 Views

Ooookay, let's review. Problem: the pirates all act like Osama bin Laden is their Chief Pirate. (Someone 'shop a tricorn hat into that picture, please). Soloution: Divide "Pirates" into three or four sub-factions. Pirates: Attack at random, only using beefy Arcovas (late-game, give them Phase Jump Inhibitor Immunity). They go after the person with the least defended trade empire, that is, trade ships and orbital refinery ships - and basically behave as pirates oug

76 Replies 17,002 Views

That's easy. You steal 5,000 credits from the treasury and go down to one of (most hedonistic planet in your empire's) red light district and take all the boys and girls from the office with you. Throw the biggest gorram bash your empire has ever seen.

12 Replies 2,927 Views

I still think it meets the definition of a real time strategy. It just frees you up from micromanaging, since you can decide the strategy (at an executive level) and order some other schmoe to make sure it gets done. Sort of like how you could program your party's (non-controlled) characters to fight alongside you in FFXII. You're still the one deciding the strategy, but you no longer have to make every point and click and issue every order to every individual fleet. <

16 Replies 5,868 Views

Well, ron, with a robust enough "Fleet Programming" language, that should be no problem. You could set if "If (Target) is Fleeing towards (Star B) then (Chase) and (Destroy)". You could also Set "If (Target) is Fleeing towards (Star A) then (Discontinue Pursuit) and (Return to (Patrol Zone))".

16 Replies 5,868 Views

Ron: Just so, but forget this "when the battle is over" stuff. I want those construction frigates out there, replacing each turret as soon as it falls! One thing this makes occur to me, it would be nice if we could incorporate some kind of "Fleet Orders" language to the game. To allow players to set up their own custom orders. For example, suppose I had a fleet of three Kols and a S

16 Replies 5,868 Views

A gravity well which has been wiped clean of military defenses, with no reinforcements immideately in sight, will choose to surrender rather than fight to the death. Thats a nightmare to determine! Does it have gauss turrets? If no, does it have hangar defenses? If no, does it have any ship of the line? (Any frigate/cruiser meant to fight, any capital ship.) If no, are any of them one jump aw

22 Replies 10,947 Views

This is just one thing that I noticed, after Yarlec mentioned in IRC that the behavior I was experiancing (with one AI and myself sharing a system by default, and two AIs also sharing another system) was a bug; apparently, all the players are supposed to start off in one place? I don't particularly care for that idea, so here is my request: A "Players per System" option. When distributing the player homeworlds, the system will automatically pass over a system that has x other pla

7 Replies 3,565 Views

I agree, for what it's worth. While there are times when you're going to want to glass the planet just because that son-of-a-solar-whore has just @^*()_&*@)@ you off beyond all @^*)@#^*#)&-#^*@)&^*#@%^ recognition, most of the time it's a royal pain in the royal posterior to glass a planet, bring in a new colony ship, re-seed, and everything. So, I'd propose the following: A gravity well which has been wiped clean of military defenses, with no reinforcements immid

22 Replies 10,947 Views

There is an LRM frigate. It's not "shoot from one side of the gravity well to the other" long ranged, but it's nice. Regardless, I prefer to use carriers. They can literally lurk at the retreat exit lane while their bombers do the hard work.

22 Replies 10,947 Views

It allows interstellar travel -- if there is more than one star in the game, it lets your ships utilize the lines between stars. Yeah, but what is the use in that. You also have the normal jump research that does exactly the same. ArtifactPlanetBonus "ArtifactGalaxyTravel" BaseUpgradeTime 75.000000 PerLevelUpgradeTime 15.000000 BaseCost credits 1200.000000 metal 250.000000 c

17 Replies 4,028 Views

"Game Experiance Customization" - Cheating, in other words. It has been confirmed that the Forge set of tools will be included with Sins of a Solar Empire, and no doubt it will be a sweet suite of tools. It's a bit overkillish for most forms of "Ah heck, lemme just fiddle with this" tinkering, though. So, here's what I propose. A more rudimentary form of game experiance customization toolbar to be provided within Sins itself; disabled by default, you can activate the bar from w

5 Replies 3,644 Views

When I get to playing any kind of these long games, like Civ IV, or GalCiv II, or Sins of a Solar Empire, I lose track of time. Badly. I don't wear a wrist-watch, half the time my cell phone is uncharged, and I don't have a clock on my table. So, when Civ IV introduced the feature that displays the current time (and date!) from my system time and date, I really, really found that useful. Would it be possible to implement that idea - displaying the real system time and date - for Sins?

10 Replies 4,455 Views

What I LOVE about this game: 1: Being able to set the number of planets and stars up high and get myself into a nice, isolated, self-feeding loop of techno-industrial development, making a mad dash up the tech tree before I unleash my power upon the rest of the galaxy. 2: The music. It gives a good, proper scale of the empire you're managing. 3: The way that no matter what scale you're looking at, your empire looks huge, whether it consists of one planet, or one system

154 Replies 336,132 Views

Currently, loyalty is based on distances from the capital, measured in numbers of jumps. Thus, it is possible that a planet in another solar system may actually be more loyal than a planet in the system you're in now. The exact numbers are: 0 Jumps = 100% Loyalty. (It's your capital!) 1 Jump = 90% 2 Jumps = 75% 3 Jumps = 60% (As it stands, this is currently the maximum loyalty for any planet in an ajacent solar system) 4 Jumps = 40% 5 Jumps = 15% 6 Jumps = 15

22 Replies 7,568 Views

This is just a thought I had, and maybe it's been discussed before; if it has been, please rip not my head off, for I am fragile. But why, I wonder, are there no options to use the tech tree and research to expand the number of logistic/defensive slots a system has? Or even just upgrade the number of times you can purchase the Log/Def upgrade from the planet, instead of adding an overall bonus to the whole empire for only the cost of the research?

3 Replies 1,961 Views

I see what Multianna's saying. It would be a very helpful tool if you had an empire spanning several systems, but if you've only got a single system, it would be a nuisance more than anything else. After waging a few wars back and forth through your home system, you know the names well enough. As for the infocards, they're a good idea in theory, but I haven't started to use them. They mainly

34 Replies 7,435 Views