thethiefbarabus

thethiefbarabus

Joined Member # 3042873
5 Posts 25 Replies 526 Reputation

[quote]I wonder if the end turns in LE immortals will get freeze in late games. Paradox has stated that there can be as many as 5000 stars in a galaxy. I hope not.[/quote] not sure how they will manage all those stars/systems, but turn based will help them a bit where as a RTS of that scale would run like a hippo on ice

20 Replies 980 Views

[quote]I for one am always on the lookout for game ideas. Though I would point out, Lost Empires is already available on gamersgate. Perhaps Immortals is an expansion upon the aforementioned?[/quote] I would think of it more as an extension rather than an expansion of the original LE. It doesn't really expand the game as much as redesign and extend it.

20 Replies 980 Views

My intent wasn't to disrespect both of those fine titles, but just point out how LE:I is a little different. Some of the 4x folks weren't that jazzed about the RTS incorporation, and some people wanted to see more detailed ship construction options. LE:I isn't without it's warts though, battles are resolved when everyone ends their turn and moves happen simultaneously and you have no control over them. That is a big detractor to me that you can only watch the battles and not have direct input

20 Replies 980 Views

no, it's not spam, i was just putting a title out there for some folks that found that sins wasn't what they expected. [quote]it was thought that some aspects of it were ripped off of Galciv 2[/quote] There are a lot of similarities to be sure, but I think the large multi player element of this game is a key aspect that GC2 lacks.

20 Replies 980 Views

You should check out the upcoming Lost Empire: Immortals . It looks to be a tad different pace, for starters it's turn based, much more in depth ship design aspects and single player campaign. Other than that there seems to be a great deal of similarity between the two, although LE has 6 ma

20 Replies 980 Views

If they did the world turning they couldn't hand over the planet and all the population and upgrades, that seems to powerful. How about a random amount of infrastructure is destroyed to take into account fighting on the ground and any sabotage efforts of the non-turning population? I like the timer idea but it would have to be adaptive, if the player throws down more communication buildings or starts teching up bonuses or firing the advent super gun, that timer is going to have to chan

16 Replies 10,133 Views

[quote]No more so than Returning Armada is unbalancing in favor of the Vasari or the Novalith is unbalancing in favor of the TEC.[/quote] I agree that Armada and Novalith at the current moment are a tad overpowered, but the creation of more overpowered items seems counter productive. I think a small buff to cultural powers with a tiny nerf to Armada (maybe longer between returning ships) and Nova (item cap at maybe three cannons or serious cost increases) creates more balance and less

16 Replies 10,133 Views

[quote]Well, the way it already works is that culture increases allegiance, thereby granting you extra tax $$[/quote] so if the end benefit is increased credits, how does this really differ from the TEC's trade focus? I don't think having a trade centric race and a culture based race should end up basically giving the same bonus...

16 Replies 10,133 Views

Well, if you did put planet flipping in there, it would either have to be very slow, or tech specific (e.g. you research a tech that allows for planetary occupation), it would need to be pretty high tier as if it came in with tier one and the culture centers, I could see it getting pretty well unbalanced in favor of Advent... [quote]The problem I have is that on maps with a lot of uncolonizable nebulas, gas giants, etc or with long space lanes, culture spread is very very slow/limited -

16 Replies 10,133 Views

[quote]I'm pretty sure you'll get those bonuses fighting in that system, which can give you a definite edge.[/quote] I am thinking more along the lines of making culture expand in a way that doesn't equate back to direct combat between fleets, it's great and all that you get a combat bonus but then culture is just like the other race's combat buffs. I would like to see culture effect the game in a way that is more unique (non-fleet specific) so that Advent become a more unique fact

16 Replies 10,133 Views

Having figured out the Vasari pretty well I have moved onto Advent and I have to say, I am underwhelmed by the cultural power focus. I like that it provides a no colonize zone when your culture has expanded and the whole taking down of the allegiance thing, but the problem is that doesn't really do to much to help someone win. Taking down the allegiance of a planet seems slow and easily countered by an aware enemy, hence, not really useful. Now I know we

16 Replies 10,133 Views

it's a well known and well discussed issue on this board, the devs are aware of it, evaluating it, and probably addressing in the next patch

2 Replies 11,333 Views

I like to play Vasari a lot and I have to say that phase missile tech is one of the first things i try to max out along with getting subverters and the heavy cruisers. In multi player games I like to put this exact fleet together to go cap ship hunting. Two carriers with nothing but fighters and repair cloud upgrades A couple of subverters A decent line of Heavy Cruisers to act as meat shields and a WHOLE MESS of Assailants The key with how I use this force is to c

43 Replies 21,125 Views

i have to turn off my anti virus to play multiplayer LAN games (Kapersky 7.0), no matter how it's configured it shuts down LAN games real quick, with it off they play fine for hours...it's not unusual for anti virus to not play nice with gaming software, especially if you go online and there is packet transfer happening. As long as you don't have any other internet applications going and you know the people you are playing with, it shouldn't be a unacceptable security risk to turn off anti viru

2 Replies 2,448 Views

[quote] Currently the AI doesn't cheat. I'm 90% sure of this. In all liklihood one of the stances is broken at normal. Perhaps its the defensive AI or something that is lacking. We should try to narrow this down, try a game or two with all economic AI or mix and match and see if this is across the board or particular. [/quote] That is my plan to try and figure out the broken stance, I will do a fixed game with assigned stances and see whi

11 Replies 26,255 Views

[quote] Were you looking at the graph of total accumulated or total available? [/quote] Both, in the total accumulated we were about even, meaning that he was colonizing and bringing in a comparable amount of resources to my empire, but in the total available he had wayyyy more than I did, coupled with a lack of planetary development or ship building means he isn't doing a thing other than colonizing. [quote] Did you c

11 Replies 26,255 Views

So I have noticed this in a couple of games, multiple AIs set to normal and random stance, and when you examine the graphs at the end of the game, it's clear several of the AI seemingly did nothing with the resources they gathered. The graph showing available Metal, Credits, and Crystal constantly rose with no dips as if they were not spending anything. Graphs of ships, techs, and planetary development showed them to be far behind due to lack of expenditure. There also was a direct co

11 Replies 26,255 Views

Last two multi player LAN games I got this on my second and third planet respectively and the 12% damage bonus just crushed the game. I like the research 25% bonus one, but this damage one is just a ball breaker...

0 Replies 6,439 Views

check the strategy sub forum and some of the pinned threads about siege spam and other common tactics...very useful stuff. You do take a few lumps learning how to play this game proficiently. I still only really feel comfortable with one race for now...

4 Replies 12,095 Views

I disagree with the OP, it seems pretty clear to me that the three races are geared towards different styles of play. TEC - Well suited for economic style of play and turtling, weak on cultural play Vasari - Well suited for offensive ship play, weak on economic play Advent - Well suited for cultural play, weak on offensive ship play Yes the building and ship progression look similar, but look at where the races get the different techs, especially ones like tr

101 Replies 112,159 Views