[quote][size="1"][i]Originally Posted By[b] verybad[/b][/i][/size] Hmm, in terms of strategy yeah it's very valid. However those little guys are all gonna die. I think sometimes instead of scuttling, they should turn into pirates, with a taste for their former empire...Who want's to die? You still get the ability to get more ships wherever you need to build them, but you'd miss on the refund, and you'd build a little enemy. (Perhaps the value you'd normally get back would be added to the pri
Carnston
This is especially a problem for Kodiak groups and other hordes of units with similar abilities. Let's say your fleet's on the other side of the gravity well and you need that heavy cruiser detachment over to the other side [b]now[/b]. You click the Intercept button...and now you've got one heavy cruiser getting picked to shreds by your intended target instead of your battle group/fleet picking the [i]target[/i] to shreds. We don't need an ultra-complex ability management system for mas
I'm going with the Marza. It may be fat, it may be short, but that gun on it makes the Imperium's Basilisk look like a rubber band. I just wish it could be fired in engagements, that'd be friggin' awesome. [IMG]http://i259.photobucket.com/albums/hh285/Insano-Man/drool1.gif[/IMG]
Three hours is indeed short. I've got a game [i]I still haven't finished[/i] that's lasted well over 15 hours.
Take a good look at the Cutthroat. Now, look at the TEC trade ship. Notice the similarity in their upper sections? Cutthroats are just enlarged trade ships minus their cargo holds with the usual random bunch of pirate weapons and bits slapped onto them.
[quote][size="1"][i]Originally Posted By[b] Uranium - 235[/b][/i][/size] Because what appeared to be a somewhat logical debate over the feasibility of organic ships you took as little more than 'LOL UR IDEA SUX', and so you threw such ridiculous notions as 'growing a hole' in to 'counter' our arguments.[/quote]I saw a one-sided argument with people saying "Cliche!" and "Cool!". I realize that the "dodging without moving" idea was a bit of a stretch, but the rest of the post isn't ju
[quote][size="1"][i]Originally Posted By[b] Uranium - 235[/b][/i][/size] And what happens when you breach the exoskeleton of say, a clam? Endo or exo skeletal or not, it takes a ridiculously tiny amount of damage to any internal part of any creature we know to cause complete system failure and ultimately death.[/quote]And what happens to a ship that doesn't seal off a breached section of its hull? Crew death and structural failure. Now, I'll just cut through all of the pointless
[quote][size="1"][i]Originally Posted By[b] Carbon016[/b][/i][/size] Such a cliche.[/quote]Good execution makes an overused topic seem quite original. [quote][size="1"][i]Originally Posted By[b] Windexglow[/b][/i][/size] Old and unoriginal to use organic ships. New and trendy to use metallic ships. Old and unoriginal to mix the two.[/quote]Metallic ships have been used since man first thought of venturing into space in a vehicle. And when has someone come up with a c
Two triangles on the side pointing outwards mean it's a homeworld. A lone triangle pointing into the planet from the bottom (Or top-right for the infocard) with a quarter-circle in front of the arrow (Or outside of on the infocard) is a planet with an artifact on it. Just to specify.
The Elathen, Zerg, and Tyranids beat you to it. Even though it's a bit common in sci-fi, I'd see no problem with it for the expansion.
[quote][size="1"][i]Originally Posted By [b]marklaur[/b][/i][/size] Depending on the faction you choose scouts/colonizers can capture them.For TEC and Advent i think use a colonizer you will see a second symbol next to colonize with is crew extractors or something, it is enabled as standard so will work after i think 60anti-matter.For vasari the scouts have that ability.[/quote]40 for TEC Protev frigates, 60 for Vasari Jikara Navigators. Never played Advent, but I'd assume it's 40 for their
I got pretty close to doing that when I saw this. [img]http://screenshot.xfire.com/screenshot/natural/5698ece0a139c9c8c7a2879673831e2b7ea8ba30.png[/img] [img]http://screenshot.xfire.com/screenshot/natural/ed0d6da624d4f0df2b0905c5f45151c60f63ff8b.png[/img] [img]http://screenshot.xfire.com/screenshot/natural/6dd9f358586639259052d51447ba3b7aadfdb200.png[/img] Here's the USS [i]Judgement[/i] inside of a planet. [img]http://screenshot.xfire.com/s
My names are normally based on those of the Confederation of American States (I seriously doubt anyone knows what I'm talking about. Only a few of my friends know about this.) when I play TEC. For Vasari, they're based on that of the Senteilent Confederation (Again, I'd like to think I'm the only one who knows what that is.). I usually just use random alien names, like Jul'Gati or such, for planets. The only common name I have is SCS [i]Earth[/i] for Marauders, based on the history of the Sentei
The bounty remains on the table until it's depleted by killing ships/structures/colonies whether or not you won the "bounty fight".
Yeah, you can evacuate planets. It's a neat feature. Someone could build extractors and let their ally take the planet for credits. Or one of the two could take the planet, build defenses, then let the other have it for whatever reason. I've never used it myself, but it surely sounds great on paper.
Now I just need to figure out why any tiny modification causes the game to stop responding... [img]http://img296.imageshack.us/img296/9783/worried1vc4.gif[/img]
Perfect. Thanks for the help, Uzii. [IMG]http://img504.imageshack.us/img504/7329/biggrin1ca0.gif[/IMG] Now, another question; would it be possible to make it so that a unit can be unlocked by multiple kinds of research? For example, to unlock unit A, you have to research topic B, C, [b][i]or[/b][/i] D.
[size="1"][B]Edit:[/B] YARR, forums crapped themselves again...[/size]
Sorry for the double post, but I didn't think anyone would notice if I edited my earlier response. I wanted to know if I could include textures I edited [I]without[/I] having to C&P my entire Textures folder into the mod. I really don't have the hard drive space for that.
[quote]>I can has Recon? Sight is gravity-well wide[/quote]You've never been to Bungie.net, I take it. [IMG]http://img98.imageshack.us/img98/6868/flerghgq5.gif[/IMG] [quote]>What would be the optimal multiplier to fleet sizes so you have practically unlimited supply? Uh, this is kind of subjective. 500? 1000? 9001?[/quote]I just don't want to take the chance that the game might crap itself because of an obscenely long supply string. Thanks for the help.
How would I go about making it so that ships can be renamed? I'm making an RP mod and I want all ships to be rename-able. What would be the optimal multiplier to fleet sizes so you have practically unlimited supply? How would I edit build sets for factories? I want pirate ships added to the build menus. Is there a way to make it so that you can attack your own forces? I can has Recon? Would it be possible to allow construction frigates to build oth
I usually just build as many capital ships as I can while ignoring frigates altogether (Save for colony frigates, of course.) until I can get heavy cruisers. A properly micromanaged capital ship can kill twenty times its value before even dipping to 2000 HP. Once I've got full capitals and my research tree mostly finished, I get all of my fleet supply done and then spam assault cruisers and support cruisers. Don't take my word, though. I mostly just play singleplayer, so I doub
[quote][size="1"][b]Originally Posted By[i]theRetroBoy[/i][/b][/size] One other thing of note: higher level capships give a LOT more experience when you kill them. A level 1 is only worth 65 or so, but higher-level ships are worth hundreds.-- Retro[/quote] I always found it odd that a Sova carrier is worth less experience at level 1 than a Percheon carrier is. [quote][size="1"][b]Originally Posted By [i]Kreyson[/b][/i][/size] What program do you use to open the entity f
I'm guessing your units show up as light green? Those are team colors. Turn them off in the user interface menu to see their usual colors.
[size="1"][B]Edit:[/B] Oh, FFS, I thought it posted...[/size]