the_only_normal_1

the_only_normal_1

Joined Member # 3080321
6 Posts 85 Replies 345 Reputation

I would not need to suck for gameplay at all, it would end up being more tactically realistic. Also, if you made it a really small chance to hit (I believe I suggested 5-10% rather than the slightly absurd 1% -- and who are either of us to say what is a 'realistic' chance to hit between those two options... this is a video game in a ficticious world, and they are rather large looking projectiles!) you could have the added recuperative bonus of a small area of affect damage dealt to nearby shi

8 Replies 4,190 Views

ya. definitely at least 4 per person at a star (at least). I actually like multiple-bases in that context, because it allows you to specialize each (say, if you have three and place them side-by-side: each with trade port upgrade, each with armour upgrades, one with culture upgrades, one with weapons upgrades, one with squad upgrades [assuming you are advent] -- if all are within the same little piece of space, this equals out to one wicked star-fort that your enemies will be truly hard-press

30 Replies 85,216 Views

I agree with the idea of changing the combat relationship between anti-structure cruisers and ships.. though I disagree with how it has been tackled by IC. I think it only makes logical sense that the destructiveness of these massive weapons be preserved, even against ships (why would said weapon do 1% the damage to a small frigate that it does to a massive, fortified SB? does this make sense to anyone out there?). What SHOULD be done instead is that against ships these lumbering anti-structu

8 Replies 4,190 Views

Just a quick couple of things that I have noted regarding starbases in star grav-wells.. and some questions. First, I have noted that they don't receive the antimatter bonus, does this make sense? It seems only appropriate should receive the same bonunses as all the ships which surround them (same applies to asteroid belts and nebulae). Second, does anyone know if there is a cap on the number of starbases you can place in a star's gravity well? I have definitely placed 4 in be

30 Replies 85,216 Views

Definitely agreed, and also mentioned as part of wider SB reforms in the "Starbases 2.5" post.

3 Replies 2,115 Views

Also never seen an unfair build a starbase in neutral gravity wells. They also seem inadequately intelligent to know the strategic benefit of destroying enemy ones.. regardless of how poorly defended they have never went out of their way to destroy a s/b I put in a star or other neutral gravity well; only when they are doing their silly 'sitting in a neutral well' glitch do they see to notice their presence.

19 Replies 6,975 Views

I like PurplePaladin's idea of a stratification of starbase scale. It would definitely address some present delemas with starbases that kinda irk me. For one, I wouldn't find myself spending obscene resources on a starbase in an in-between gas-giant that has no strategic relevance sheerly for colonization (Vasari) or trade (advent/tec) or culture bonuses (advent). It would make more sense of these 'trade-post bases' as well as allow for the creation of a much more formidable (and costly) defe

34 Replies 6,379 Views

Neat idea. Though perhaps not practicable for this micro-expansion.. likely will fit nicely into one of the coming themes though (so keep it in mind and perhaps propose it again).

3 Replies 1,256 Views

I would agree with the eight-ten slots suggestion if it were structured in as an upgrade in the somewhat-limited tech tree. Maybe a final-tier upgrade that costs some 1500/300/300 or something like that? The eight is good for now, if you want more you should have to pay some kind of lip-service technological research fee to the further expansion of the sb's capacities.

34 Replies 6,379 Views

While I do not have the saves to help out, I can definitely confirm having faced this more than a couple of times in the 3-4 games I have played out on 2.5. I have also had this experience with the troubling addition of having two easily stronger allied (against me) AI fleets (unfair) sitting on the edge of an asteroid belt that links to a terran world of mine that had nowhere near the defences necessary to defend against their combined (or even, likely, their singular) fleets. Rather than at

3 Replies 2,079 Views

Wow. Now that sounds like quite the bright AI. Maybe I can be introduced to him sometime? I can honestly say I have yet to see such a formidable opponent. Good to hear it is possible though..

15 Replies 22,395 Views

I am so glad you started this forum, because this is something I have thought I was alone on recently.. I have found the same problems in my recent games. Just last night I was playing a perfectly exemplary FFA with me against 3 locked AI unfairs. It was super challenging and fun for the first hour, hour and a half maybe. After that though, particularly once I got my advent starbases up, they just seemed totally incompetent. Where before they were committing fleets taking advantage of

15 Replies 22,395 Views

Hey all, Just played a rare game as TEC last night and realized that their neat little defence platform upgrades don't actually show up in any way on their info cards -- so there appears no way of determining whetherh these upgrades are doing 1 damage or 50. This has the obvious effect of making them somewhat anomalous upgrades. This is a minor 'issue', more of an oversight than anything else. It mirrors a similar 'oversight' in the game with regards to the range of Starbases.

3 Replies 2,316 Views

It seems to me that one of the problems we have all detected with regards to the detection of mines (that scouts stop just before in range, because they use their ability before they can fire their weapons) is very reminiscent to issues with special abilities that plague the rest of the game. It is the problem of autocasting and the incapacity of a AI-micromanaged fleet that cannot decipher between the time when it 'can' us an ability and when it 'should'. There are many instances of this, an

7 Replies 3,700 Views

I have also recently encountered the problem with uninstalling Entrenchment. I actually want to uninstall all of Sins for now, but get an XML error every time I make the effort ("There is an error in XML document (28,8)"). I absolutely LOVE the game though stardock and wanted to thank you for all the great work you have put into it; unfortunately, I am at university and actually cannot function properly with your product on my computer, it is worse than Sherlock Holmes' snuffbox and is totall

18 Replies 33,490 Views