immeyourenot

immeyourenot

Joined Member # 3205175
1 Posts 8 Replies 89 Reputation

It should be pointed out that with current pricing the Starbase tradeports are horrifically overpriced & the only real reason to buy them is to continue a chain through neutral territory.You should stick to level 1 too, on it's own level 1 starbase trade port upgrade takes 77 minutes to pay for itself, if you get both it takes 82.5 minutes to pay for itself. Not a great investment. Stick to regular trade ports until it's worth a starbase continuing a chain... of course that's a lo

9 Replies 46,275 Views

Could potentially be easy to implement if you gave every unit toggled ability entities which gave them a buff reducing weapon damage but giving them a passiveWeaponEffectChance to apply another buff to the target which did the things suggested, slowing movement/disabling weapons, so that's not the problem. The problem is firstly, that would be insanely time consuming, you'd end up having to make at least 6 extra entity files PER unit, & make sure that each & every one of them

17 Replies 5,483 Views

[quote who="3HavoC" reply="4" id="2005524"]I would like to see the one of the frigates have a minesweeper ability, relying on scout frigates to detect mine for a large fleet is somewhat vexing.[/quote] I was thinking of modding in & testing something along the lines of allowing scout ships to be upgraded into fully fledged minesweepers actually, I'm thinking this could be done through giving them the ability to buy, for a small fee a minesweeper upgrade to scouts. Two ways

12 Replies 4,777 Views

It's a fairly easy mistake to make to be honest, not everyone is going to go running through the maths for it unless you're curious about efficiency. The problem is that the colony pods should get you a decent credit return, that's what they're on the starbase for, civilian upgrade options, but with current prices they, along with merchant docks are just not worth it in the long run. Merchant docks can retain some usefullness as currently it can be used to complete a long trade port

5 Replies 27,371 Views

After playing around with the beta a hell of a lot I decided that before I gave any feedback on the new features I would go through & see what I could do with my limited modding knowledge, so that I would have an informed opinion on what could be done to fix things. My first topic is mines, now I'm really not to concerned with the damage of mines or how the different types of mines work, personally I really enjoy the variety but I know there are problems with that. I'm more concer

12 Replies 4,777 Views

[quote quoting="post"] 2. PLEASE NERF THE VASARI STARBASE'S RIDICULOUSLY OVERPOWERED ECONOMY ABILITIES. Sorry, did I use caps there? I find myself putting starbases in every damn system I can, just so they can punch out some colony pods and trade ports, turning my economy into a roaring powerhouse. Again, I know, I know, they're vulnerable to raiding, but frankly, the effort required to raid a starbase and the slowing down of the enemy fleet involved is usually enough for you to a) get b

5 Replies 27,371 Views

Gib screenshots please. I'm in the middle of me v 3 hard ais on doppleganger, I don't feel like closing my game down to have a look, so I need someone to post it here >.>

15 Replies 9,656 Views

1. Yay, unless they get some seriously increased range. 2. Nay, in your own gravity wells you may as well build PJIs. The Advent Starbase has a movement stopping pulse that needs to be bought & use an upgrade slot so I wouldn't want to see a PJI effect in for free. Not to mention that a PJI effect on your enemy in their own grav wells while you attack them is taking the mick, it would totally lock them down. 3. Yay & double yay. 4. Yay. More range too please.</

37 Replies 15,785 Views