I still really hope there are some improvements to phase jump inhibitors in there.
Silverthief
It's spelled "Adagio for Strings", not "Audigo of Strings"
Loving the game, loving the chance to mod it. Getting a quick list of the names of possible PipelineEffectIDs and AffectorTypes seems useful - doesn't have to have a description, even, we can figure that part out with some experimentation :) Thanks!
[quote]Well this is probably something easy the devs could fix if they would like to. All they have to do is cap that no individual unit type can be more then 50% of your fleet. [/quote] This is the worst idea ever
Excellent, I'll have to try this, it's exactly the sort of thing I'd like to see added to the game. Some other types of worlds that would be neat to see: Forest Megatropolis (like Coruscant, with lots of orbital traffic) Radioactive Galvanic (huge continuous electrical storms) Barren (like Mars) Macrobiological (surface covered in a living organism) white dwarfs
Can anyone explain how Illuminators could not be considered overpowered? They have a different damage type and fill a different fundamental role from their TEC and Vasari counterparts, with a form of damage that no unit, even capitals, is strong against. I'm not claiming that they definitively are overpowered, I just haven't played enough games yet to be sure. But beyond the basic stuff like PJI, Illuminators seem to stick out as being pretty definitively superior to what the other two
SoaSE is one of the best games I've played, so I mean no disrespect to the developers, but I'm a bit relieved they didn't try to develop their story through a campaign. If the lore on their website is representative of the level of writing we'd see in a storyline, it would be pretty amateurish and is just as well left out. Now, if they'd get a professional writer to put something together as the basis of a campaign, that would be a great addition to the game. Maybe the best thi
I was just playing a ~4 hour long game, a 4 way FFA with hard computers. After about three hours, I noticed that I couldn't see the weapons fire from some of my ships, so I tried the save/reload trick to fix it. It did fix it, but more than that, it brought my framerate up from like 15 to 60. Why did it help my framerate so much, when all the same ships should've been in play? Does the game have memory leaks? Does loading a save secretly change your settings to low? When I saved/loaded,
Flak frigates exist to shoot down fighters, it's not an "imbalance." Trying to fight flak with fighters is like trying to put out a fire with gasoline.
A way to rotate formations. If instead of just clicking to issue a move order, you click and drag, it should change the orientation that the fleet's rows will take. It would add a LOT of tactical depth.
The impotence of Phase Jump Inhibitors is the biggest problem with the game right now, and it causes a lot of secondary problems. I know we don't all agree on the best way to fix it, but I hope 1.03 will make the PJI more effective in [i]some[/i] way. Even if it's not the ultimate solution to the problems with PJI, it would be great to see a step in the right direction.
[quote] I am still having problems with ships disappearing as they are destroyed. Sometimes the explosions don't even appear or I get secondary explosions but the final explosion is missing. Really starting to bug me now (no pun intended) and it spoils the viewing pleasure of an otherwise awesome battle. Please, please fix this. I doubt it is my graphics card, as I get no other problems other than stupid frame rates during intense battles (fine one minute, low FPS th
[quote] Great - I think that would play well. It would take a while to whittle away the defenses if the attacker didn't send many catapult ships, and the defender would be given a fair chance to react and send some response forces. The counter is more efficient than the original strategy, and the counter-counter is more efficient than the counter. All is well in the world. This isn't how balance works <img id="ImageResize_Ima
[quote]Jump in a few of them along with a few flaks for protection from bombers, and all orbital structures are dead with only a few ships, if there's no mobile fleet present.[/quote] Great - I think that would play well. It would take a while to whittle away the defenses if the attacker didn't send many catapult ships, and the defender would be given a fair chance to react and send some response forces. The counter is more efficient than the original strategy, and the counter-count
[quote] I often can't select properly some planets when I change the angle of the camera and zoom in. The area use for clicking is too small(size of the icon), displaced or inexistant. It works whatever the angle for the first world but not for the others. [/quote] I've had this happen too, in some scenario maps the "selection area" for a planet is displaced significantly from where the planet actually appears, and I have to zoom way out to cl
[quote] I like the cruiser idea... A blockade cruiser with the ability to deploy along the edges of a gravity well that prevents jumping within it's range. This range would be about half that of a guass cannon (maybe even a third), meaning you would need quite a bit to seal off a whole well (quite an investment), but you could block off access to your inner systems for a price. The blockade cruiser would be durable with igh hull and shield points, but without heavy w
[quote] If there was a "catapult" ship that had a gravity-well-sized range of fire and worked very effectively against orbital structures, you could counter an opponent who tries to turtle up in a single planet by keeping your fleet on the edge of the gravity well and sieging his structures. Your opponent would be forced to either come out past his static defenses and fight you fair, or sit there and accept expensive losses unti
If you really wanted to make it like Eve, you'd have to make the game lock up any time there were a hundred ships in one system.
[quote] While I agree that there would definitely need to be some sort of balance in this scenario, I think that stardock is intelligent enough to come up with methods of avoiding problems like this. Maybe they could make one of the superweapons some form of EMP bomb that would make all defensive structures near a planet turn off for like 3 minutes or something. Wouldn't that make things more interesting rather than having PJI being mostly worthless, and the superweapons being completely lac
Sometimes the game will stop drawing certain kinds of particle graphics, such as the bullet-like gunfire from some ships, or the explosions when things are destroyed. I'll be able to zoom in on, say, a group of vasari light frigates, and I can hear them firing and watch their target's HP go down, but I won't see any bullets coming out of the frigates.
I'd like to see twinkling city lights on the dark sides of heavily inhabited planets - something like this: [link="http://www.allthepages.org/images/blog/nightearth.jpg"]http://www.allthepages.org/images/blog/nightearth.jpg[/link]
[quote] no, superweapons are not (the only) reason why pji are nerfed. if you just have to fortify two or three key systems with tons of defenses and a pji or two, attacking becomes effectively impossible. trust me, its not fun.[/quote] It's not fun when you can just run past defensive lines and cherry-pick the planets you want to attack. If defensive entrenchments are too hard to break, players should be given more options for breaking them, rather than being allowed to skip them altoge
If there was a "catapult" ship that had a gravity-well-sized range of fire and worked very effectively against orbital structures, you could counter an opponent who tries to turtle up in a single planet by keeping your fleet on the edge of the gravity well and sieging his structures. Your opponent would be forced to either come out past his static defenses and fight you fair, or sit there and accept expensive losses until his defense is gone. That's how most strategy games have solved t
It wouldn't work so well for the PJI to require manual activation. You'd need to be constantly vigilant in your micromanagement, and SoaSE isn't really supposed to be a game about twitchy micro like that. It couldn't be left on autocast, either, since it would be trivially easy to fake out the autocast AI and make it blow its chance to lock the phase lane by sending a ship or two in advance of your actual run.
[quote]I like this idea alot. PJI cannot be allowed to prevent phasing out like in the beta. The trap of death situation as well as the inability to kill super weapons means this has to be. However a combination of a much much longer phase out time as well as a slower velocity to the next planet would work perfectly. This would allow the phase lane owner to respond with mobile forces when human players simply bypass outer defense lines. It would also mean phase lane tag as we know i