Bobucles

Bobucles

Joined Member # 3116209
17 Posts 473 Replies 9,950 Reputation

[quote]No. You're wrong.Compare them to [u]any capital ship.[/u][/quote]Fixed that for you!

35 Replies 15,837 Views

[quote]i'm not 100% on how much better sieges are at clearing structures, but in all honesty, normal fleets do this just fine on their own.[/quote]Siege ships use their normal laser to take out structures. Their normal laser does junk for damage. So I'll have to say that siege ships aren't made to destroy structures at all.

35 Replies 15,837 Views

[quote]Like the shield building for tec.. that 1 in 10000 chance someone nova's you.[/quote]It will protect against a surprise siege attack. Also, the placement of the shield can force your opponent's movement. If they have to run to the other side of the system to pop the shield building, then that's more time you have to defend. The building gets some disgusting planet protection too, the 1.03 files suggest 30/50/80% mitigation, so you won't be bombing when it's still up. If the shiel

34 Replies 56,218 Views

A planet's extractors are as powerful as the planet's allegience. Central worlds operate at nearly full efficiency, while border worlds can start off as bad as 25% the rate. Neutral extractors in the game produce at 100% efficiency. So, here's the thing. When you scuttle a planet, you no longer have allegience in the area. The extractors in the system then jump from the planet's allegience, to 100% efficiency. This basically means you nuke your planet, and get full powered extractors in r

1 Replies 3,054 Views

That's risk vs. reward. Low upkeep is made to help the early game speed along. The high upkeep is made to cripple a lost fleet. If your fleets are getting pounded pull them back!

1 Replies 2,536 Views

I don't see that much terribly wrong with flak killing LRMs. Think of it this way: You have what amounts to literally a honeycomb filled with high explosives. If you fire a torrent of ammo at it, no safety measure is going to keep you from hitting that sweet spot.

26 Replies 13,677 Views

Hmm. Damn. I wanted to do something like this: The first capital upgrade is the same as default. It forms the cornerstone for allegiance in the empire. The second capital upgrade provides defensive bonuses. Extra health, the ability to recover under siege, passive culture generation, and a central PJI covering the system. The third capital upgrade provides expansion bonuses. More health, extra logistics slots, some tac slots, and "Empire's Reach". This ability would co

8 Replies 7,078 Views

Okay, it's possible to have abilities unlocked through research. Is it possible to have those abilities restricted by the planet's upgrade levels? For example, only a planet that has at least level 2 population might have an ability? The idea was to give special abilities to upgraded versions of the capital city. One would be activated, one would be passive, and another would change global states (the way research would do).

8 Replies 7,078 Views

Is it possible to give, or enable a planet ability by upgrading the planet? I'm thinking of abilities like gas pockets or the plasma storm field.

8 Replies 7,078 Views

[quote].if the resource cost is very low or everyone is overproducing resources, then the refinery is worthless because you have to dump the minerals on the Black Market for cash.[/quote]I don't think this will EVER be an issue. Trade ports make it very easy to have far more credits around than raw resources. The only time you might see an excess of raw resources is if you are Vasari, and are in desolate asteroid maps with large numbers of neutral extractors. Trade port spam is very ef

32 Replies 106,891 Views

Freshly captured planets will drain your resources. You must upgrade your infrastructure on those planets, to get rid of that negative number. Otherwise you will crush your economy.

14 Replies 8,559 Views

[quote]So the Orcs are raging murderers, what do they need all that gold for then?[/quote] Orcs don't rape and pillage for free! They need a steady supply of wimmen and booze to keep them going. Ultimately, the Vasari race is so vast and powerful that they have no one to fear but themselves.

14 Replies 9,452 Views

Nope. I've been rattling my head on this, and I simply can't make it work! I'm hosting the file to see if anyone can figure out where I went wrong. I don't have any of the randomizing weights over 10, I counted up the randomshipcount properly, and I couldn't find any typos. It SHOULD work, as far as I know, but it keeps crashing at the upper tiers of pirate aggression. Here's the file link to my gameplay.constants file. It's the only file I changed in the mod. Yes, I do have the rest of

8 Replies 7,485 Views

Can't tab through 2 of a building inside the gravity well? Use 2 numbers. Not a perfect solution, but it works well enough.

11 Replies 21,462 Views

That's not exactly what I'm thinking of, but it is one way to do it. I was thinking of giving the pirates access to stuff like extra hull/damage/armor, based on their aggression level. This would make them individually more dangerous as the pirate level increases. Your mod seems to pull that off pretty well, but it won't allow other things I'm looking for. I also would use it to give pirate ships some special abilities to work with. Perhaps hull repair for the scout, a cripple

4 Replies 4,510 Views