I don't know if it would matter much for normal ships, but even if it isn't implemented for all ships some arcs for capital weapons could be really handy. Even in large battles there are only a handful of them and their positioning can really matter.
Angros
1 Civilization 3: Just didn't enjoy it. Part of the problem was that the game really puninished my playstyle. I tend to prefer military domination, but the insanely high corruption penalties meant that my new territories were practically worthless. The combat was also terrible. I don't care if your musketman is on a hill, I have a freaking tank! 2 Eve Online: I can understand why some people enjoy it, but I really didn't have the time to make it worthwhile. I also didn't realize how i
Yeah, some reviews didn't characterize it well. Still, if you like 4X games I strongly recommend you try out galactic civilizations 2. I generally dislike turn-based games but really enjoyed this one.
As far as the high reviews go, I don't have empire but I felt like something similar happened with MTW2. Total war games have a tremendous amount of content, so when people review them I think they sometimes feel like they have to give a good review because there is so much material being offered. The knowledge that the games will definetely sell well doesn't hurt either. The problem is that when there are problems with key elements of the game--for me in MTW2 it was the relatively la
Wait, did you jump using a node lane and run out of fuel or try to travel without a node lane?
Yeah, in the book they had ships. It's been a while, but I think they were missile based. Their space fleet was similar to their ground forces in that one human ship could take one bug ship, but there was never just one. Still, I always got the impression that the difference was smaller in space, but that the bug numerical advantage wasn't as big either. Of course, I could be entirely wrong about that. If anyone has only seen the movie, you should take a look at the book just to see how
I think part of the problem is that I often feel ships switch to icon-form too quickly. This is especially true for fighters and bombers, where reasonable zooms for fleet-size command turn the entire force into icons.
Umm... Am I the only person with a nagging suspicion that rapid-colonizing Akkan would be IMBA as hell? Personally, I would like the flagship to be its own class. To keep it valuable throughout the game it's main abilities could be focused a bit towards support, but with an ultimate ability that "inspires" nearby ships. (It is the flagship after all...) This ability would give people a strong reason to use it late game, and make it a significant loss if it got knocked out early without
I'm almost positive I've seen refinery ships cross, but I don't think I've seen trade ships do it either.
just use abbreviations for everything, no spelling necessary *Angros loves Firefox 2.0 and its built-in spellcheck.
Yeah, but I also wish you could just do it by right clicking, seeing as how I do it all the time anyway before remembering to click the button.
Really only one simple trig equation, in witch all you are looking for is lead angle . . this has to be one only so often at this rather slow speed of ship movement - no need for constant updates, does not have to be exact and needs to be only done once per Group of ships not single ships if they all stick together (fighters may need there own . . or not because they move so fast) . . we are looking to get them into a combat envelop and once in no need to lead anymore.
I want to add my support for giving the command cruiser more armor. Right now they get popped like balloons. Also, I don't understand all of the complaints about the carrier. That thing is absolutely amazing when deployed in large formations. If you defend the carriers properly upgraded bombers can do incredible amounts of damage. I agree that the cruisers need a new name, but I'm not sure about their position on the tech tree. I think a lot of us aren't using cruisers as much
There aren't many calculations in a straight line
i don't know about you but i already have a computer that is doing this when i play this game. Umm.. no, you don't. Currently it looks like ships are just ordered to follow their enemies. This is much simpler than attempting to forecast where an enemy ship is heading.
If you have the latest hotfix and destroyed the entire faction their culture should be gone. You can check whether their name is grayed out in the diplomacy window, but my guess is that the faction is still around.
I had a suspicion that would be a problem, but I think it still might be interesting as an option, even if it wouldn't be suitable as the default.
Considering we've already had one discussion of environmental effects of suns, I figured now would be a good time to discuss other ideas for the galaxy creator. Personally, I think it might add a lot to the game if there were an option for players to start with two planets, with each of them in different systems. It would definitely make the game world seem bigger from the beginning, and in the "standard" 5 system ~20 planet current setup playing with ten AIs would really create the fee
Yes, but if there are multiple enemies and friendlies the computer will need to simultaneously calculate several intercept routes as your ships pick different targets. I think my earlier post wasn't entirely clear, but I'm starting to like the idea. As a human, if you watch an enemy ship turn its obvious its about to turn (even if its essentially still) because it has to swing out. If the direction the ship was turning-which any observant human player would notice anyway-were handed ove
But with multiple enemy ships needing to be tracked that gets a little more complicated. I'm not saying it isn't possible, simply that it's more complicated than some people are making it sound. Perhaps the built in limits on ship turning radius would be a fair way for the computer to "cheat" and cut corners in a pursuit?
I think the devs said multiple capitals were unbalancing. Personally, I favor the solution of system-level sub-capitals along with a single galaxy-level capital.
But how much should the AI be able to lead? After all, it would be kinda lame if enemy ships magically knew where you had ordered your guys. Plus, if the lead AI is too aggressive a sudden course change could really throw it off.
point: solar energy orbital stations orbiting the sun are inefficient, solar stations based in earth orbit connected hard line to the surface using an "elevator" made from carbon tubes more likely... as wild as that sounds. Actually, placing solar panels near the sun is far more efficient because of the greater concentration of solar radiation. Take a look at Dyson Spheres. Perhaps players should be able to create some kind of "solar outpost?" M
I despise the way culture can insta-turn new colonies. Aside from making no sense, it also makes multi-system games drag on needlessly. I think the ideal solution would be for destroying a colony to push back culture lines away from the planet. This would nicely illustrate the collapse of the losing empire's culture as more and more planets fell, and give the conquerer some well-deserved breathing room to build his own broadcast centers before the enemy culture advanced again.<b
That should only happen on first encounters, but there's a button you can push to clear your ships to fire.