anti-fighter frigates and more fighters wouldve won you the battle handily. also, target prioritization and focus firing helps a lot, if you're not doing that.
necrolycist
the issue is, if I am not mistaken, whether they have affected the resalability of your ship design by incorporating it into their product without any permission or licensing. Almost undoubtedly, they have, so I'd think you'd have a real case. Unfortunately you'd probably win about 1/100th of the amount of money it would cost to hire a lawyer. Maybe if you write em a scary letter about your brother the attorney you can get them to settle and give you a check ;p
dont feel bad, i always consider people who advise the use of a forum search function to be the ones to sound like they've never been on a forum before, since as far as I know most forum software has the absolute worst search algorithms ever devised ;)
Hey all; I've been a big fan of this title for quite a while, though I haven't been able to justify playing much of it to myself until lately (I picked up entrenchment and decided that'd be a good excuse to sink myself into it again). One major bug that I have experienced from the get-go with the game, since the original version off the CD through every patch I've tried including the latest updates from Impulse, is a problem with custom maps. When I create
Meh, I agree with everyone above, but I'd recommend targeting the heavy cruisers at the AA, and then bringing plenty of carriers to take care of everything else with maybe a 1:1-1:2 ratio of Fighters to Bombers.. At least you could point them at the lrms. The LRM's have all been slowed down drastically in 1.4, so you can move the rest of your fleet away and draw off the enemy's faster ships to be chewed up by your heavies :p
Yeah, I think each trade port has its own income, but you also get more income from ports where the trade ships have less distance to go. But the whole deal with the longer "chains" of ports being more valuable, I'm not sure how that one works. Perhaps a multiplier added to each port in that chain. *EDIT: Sorry, started to post before the one above me. I may in fact be mistaken about all this, I guess I need to do some more experimenting. For now I'd go with the reply above me :)
Or you could design it yourself, might be able to fit something like that into 1000 pages or so, but I couldn't begin to tell you unless you could license an existing engine ;)
Ooh, Battlezone. I forgot about that one, that was back in the dialup internet days but multiplayer was probably the greatest thing I've ever experienced, in many ways even today, as far as online fps games. What you're describing also sounds like an epic scale version of Battlefield 2142's Titan mode combined with Tribes, as also is mentioned above :) And, the first thing I thought of when reading your description was Armed Assault, and the fact that getting into the multiplayer on t
Ooh, Battlezone. I forgot about that one, that was back in the dialup internet days but multiplayer was probably the greatest thing I've ever experienced, in many ways even today, as far as online fps games. What you're describing also sounds like an epic scale version of Battlefield 2142's Titan mode combined with Tribes, as also is mentioned above :) And, the first thing I thought of when reading your description was Armed Assault, and the fact that getting into the multiplayer on t
Lately I've been experimenting with evasion strategies other than the reflexive retreat whenever a ship's hull gets damaged past a certain point. I like to play with huge maps, so retreating can be a logistic nightmare. I should point out that this has only been done vs. the AI, but I can see that it might get a little troublesome for a person as well. Anyway, my idea was this: When a unit's hull drops to the point where I might consider a retreat, I assign that unit a
Okay, so the issue with fleet size WAS when I had it set with Large in the game options when I loaded the game, but apparently even though it SAID large, the game still thought it was medium. This is similar to something I noticed with Launching and Docking strike craft - sometimes the button doesn't update correctly, and Dock will display when they're already Docked, or Launch will display when they're already launched. When loading the game, toggling through the fleet sizes from Larg
Thanks for your reply. The thing with 1), though, is that (and I just tested this) fleet supply starts at 125 with the options I have set. When I load the game, with the exact same options manually set, the supply is only 100. 5) is not exactly easy for me to explain, and you're right- they don't jump out of the planet they start in and are rallied to. It seems like an issue with when they rally to a different planet and auto join the fleet there. After a few jumps, they'll apparently just
How about hyper-threading? Does the game use a different thread to do texture allocation, and then the rest of the CPU for everything else, or is there no benefit in this case? And would hyperthreading be more efficient than using a dual core processor? Or should I just stfu and go buy myself a new cpu? :)
Hello all, First, I'd just like to say that I've been playing this game for about a week now, and it's probably the first strategy game since Red Alert to give me that warm and fuzzy feeling inside from playing ;) But anyway, I have noticed a few issues that tend to be rather irritating, if not totally game-breaking. My apologies if these are known, and I imagine that most if not all of them probably are. 1) When loading a saved game in Single Player, my Fl
Well, unless antimatter powers the transporters, and the people are beamed from their homeworld through some sort of system involving quantum mechanics (and why not, everything else in this game is completely beyond our current understanding of physics ;) ) Now as to whether they're beamed to the ship and then sent to the planet's surface, or if the transporter equipment is sent to the planet's surface with an onboard supply of antimatter to then move colonists over directly, that's a d
I am still in the process of testing this out, but it seems to me that the ability to bombard planets in different systems with culture could be exceedingly useful when operating a colonizing fleet deep in enemy territory. Normally, it takes too long to actually capture the planets, and the best bet seems to be to keep moving and surgically eliminating the enemy's economy :) But it seems like with one or two of these, and some good timing, you could quickly establish a foothold in an e
If the enemy has enough time to counter the Assailants with carriers, however, then having your own carriers might turn out to be not such a bad idea. :)
This game probably just suffers from the classic syndrome of slowing down when there's a whole lot going on. I made a custom star system with 6 stars and well over 100 planets, and after a little while when there were decent sized fleets moving around my fps began to noticeably drop now and again when moving the camera (though a slight drop at the time, I have seen a youtube video that purports to have 1000 scout cruisers, and the fps is well below 1.0 :)
I don't see why there'd be a need to alter them, it seems like with Advanced Maneuvering researched fully the ships turn pretty much as I'd expect with ultra-advanced thrusters and stuff. I pretty much agree with you, although I can never escape the feeling that real physics have definitely taken a backseat in this game :)
Heh, well, I know for my first few games I didn't really even notice the strike craft, and they still are harder to spot than anything else ;)
But anyway, back to the original topic . . . what about Heavy Cruisers? When I play the AI a fleet of Kodiaks usually takes care of business when supported by a few cap ships and carriers. But then again, I usually just throw LRMs in just for the heck of it (they come in handy against gauss turrents and stuff) and a bunch of light frigates just to absorb damage and draw away attackers. I have no idea if that works against humans, either :)