I dont wish to be the one who throws the spanner of pesemism into the works but I wouldnt really bother with a halo mod to be honest. With the success of the halo series and already one spin off I reckon it'll only be a matter of time till thers space RTS or something like that, I mean theres a ton of material for them to drw off in just the nvels alone so I'll be in fatal shock if it doesnt turn out to be inevitable
sesmet333
whats the name of the software you used to edit this movie and put it together? I'd love to make one of my own but I dont really know much about the software you need :( P.S I loved the video very well edited as well, I actually thought it was an oriinal cgi rather than the ingame fotage at first :-o
I just realised your comment about mine ship auton layers. During the beta there was an auto cast ability, the devs chose to remove it whilst they observe the results with the new mine system, I reckon eventually they will restore the ability
works for me, but I'm not so sure abut the automatic cease fire idea. It just doesnt make sense to me that a long standing rival empire would just stop shooting so a little task can be done :S but aside from that yeah thats alright, but maybe no time limit on acceptng because quite often in sins you might be too busy to look at the diplomacy panel everytime one pops up
Just thought ad mention tht moving star bases doesnt undermine the entrenchment idea. When people say they want them to move they dont mean move them from grav wel to grav well they actually mean moving them within the gravwell which i think could be a god idea I mean obviously you dont want the advent and TEC bases able to keep up with ships like the vasari one, otherwise the uniquness of vasari ones would be taken away but even if it took 15 or 20 minutes to move a starbase to the o
yeah the AI taking over would be best, plus I would try investing in a decent defense like star bases and mine fields (even if all they do is slow the enemmy down) if your careful enough about it they can really help
I tend to hotkey fleets rather than individual unit types. 1: the whole fleet (this gets updated only when i need them all in one fleet unit) then the other buttons are reserved for other fleets if I have to divide them up though I try and keep it to no more than three fleets at most so thats buttons 2, 3 and 4 the rest is done on the fly, like sometimes i'll put the fleets flak frigates into a group if theres a lot of strike craft and I need to micromanage
having read this threads new responces i think that its a brilliant show of why a dreadnought wouldnt work, its too complicated to work into the game
I always prefer the kol it has a better mix of offensive/defensive than the marza. Plus the kol has better coverage so it still deal damage to surrounding hostiles whilst focusing on a forward target which helps, especially in the early game
[quote who="DesConnor" reply="5" id="2087904"]Here are a few ships that have new roles: Fireships- unarmed, packed with explosives, designed to ram enemy ships or structures and destroy themselves. (Also, the concept of mine explosions that don't affect the mine owner is rubbish, ships stayed out of their own minefields, I hope that is changed. If exploding capitals damaged nearby strikecraft they would be less valuable as a target.) Electronic Warfare ships- it'
[quote who="ToJKa" reply="4" id="2087752"] Actually, some of the Capital Ships are called Battlecruisers (Akkan, Dunov, Revelation, Rapture), maybe call them Destroyers instead? But are their really needed? What would they do what Heavy Cruisers don't?[/quote] Erm no. Do you actualy know what ships the term destroyer is applied to? There basicaly escort vessels, certainly nothing with the firepower of a capital ship nor the size so i dont think s
[e digicons]:omg:[/e] I've just read every single post in this thread,,,,,,,,,,,,,I'm speechless [e digicons]o_O[/e]
first dude got it kinda spot on :) though with the second option if you have entrentchment that second fleet you use to attack whilst the enemy is busy should consist of more than a few seige frigates since the new defenses will likely shred them to bits ut thats god
[quote who="GoldenShadow" reply="10" id="2085523"]Slowing down a incoming phase jump really doesn't add any tactical usefulness. While delaying retreating ships b uys you that extra time can be used to to dish out more damage on them. I think Phase stabilizers could have a function where once 2 of them connect together, it becomes a permanent new phase line. If you have 2 phase stabilizers at each end of a phase lane, you also get the option to permanently destabili
how come the devs never step in and say "well normal is this and hard is this" would make this a lot easier to understand
[quote who="Deflagratio" reply="17" id="2085551"]The only thing I don't like about Capital ships is how vulnrable they are to force fire even in huge fleets. This goes both ways, not just for myself. But I'd like defeating a capital ship to feel like a accomplishment over destroying a heavy cruiser. All capital ships really need a universal defensive buff that propegates damage to nearby frigates and cruisers while mitigating damage to itself. Given to each faction, th
[quote who="Cptn_Miller" reply="15" id="2085411"]Try the Mad Scientist Mod for Entrenchment, it makes Capital ships into true Battleships, i can win majority of games vs 4 unfair AI's with mostly capital ships, 2 fleets of 8 ships. Similar to a WW2 battleship, only thing that can really hurt them is carrier spam / sb / or another large capital fleet. Add in repair ships to support the capital fleets and the AI is no match... The key is the mix of ships you use, always have t
[quote who="transitive" reply="14" id="2085370"]well, if analogy to real life Capital Ships is called for this is the first place I would go. http://en.wikipedia.org/wiki/Carrier_battle_group from that page, typical composition of a U.S. carrier strike group: 1x Super Carrier (typically Enterprise or Nimitz class) and its Carrier Air Wing 1x Destroyer Squadron (generally 4-6 ships, for example http://www.cds7
I think destroying phase lanes, or even creating them (assuming either is possible) is a very silly idea. The gameplay is essentially based around those lanes, fiddling with them can only lead to serious complications. Besides which the second expansion is going to be focused on none combat stuff and your phase lane stuff sounds like a combat idea
used to be the other way round, orgovs out ranged pretty much everything i think, devs for some reason elected to reduce that :S:S:S
right,,,so basically you wana take a starbase give it engines and a leveling up system then stick a label on it saying "super ship" ,,, why?
they do use them, but much less over the top than they did during the beta, the normal ai's may or may not, the hard AI certainly will
this is a common problem, i think everyone who updates ends up with their previou saves being invalid. Its a pain in the back side and i think just a rare show of lazyness on the part of the devs, plenty of other games make major changes regularly but their saves remain intact after update :@
mother ships are certainy a big NO, theres no point in building a big fleet and putting in tons of effort if ultimatly all you gotta do is build funds then send in some god ship thats practicaly invincible, besides the balanecing process would be a right pig! If you want game ending super units I suggest you purchase sureme commander to satisfy your super unit needs :)
yeah AI is much better, I'm not sure if it goes for stuff like the novalith cannon but many aspects have been improved, such as retreating for example as it wont just run off leading you on a planet hop ti you reach the homeworld, if it has to make a last stand with the few ships it still has in the hope of forcing you back, then it will And if my interpretation of one of the patch change logs was correct there is more in store for AI restructurering