Draakjacht

Draakjacht

Joined Member # 3254703
1 Posts 10,325 Replies 6,461 Reputation

I actually find the auto-join being off to be a plus for me. To make everyone happy, I would like if there was a toggle in the menu options. Alas, can never make all happy. Had to update my driver to avoid immediate mini-dumps. Will play the game and see how long, if at all, it takes for me to mini-dump.

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So the celestial bodies idea was a hit! Hooah! Meanwhile, I have a problem. I'm playing on medium graphics at highest and have not had a mini-dump in the longest time (map size aside). But now I have had a mini-dump. GASP! Now, I didn't think about it, but I think my pirates were about to get to "severe", just like Voidester up there. I dunno if maybe it has a connection. Might check it later to be sure.

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Well, I can see what recon is saying. As I move forward, I move faster and faster with research. Of course, there is a counter-balance to this that I didn't anticipate. Since mineral acquisition hasn't been increased yet, I am losing cash on the black market rather than making minerals at home (keep in mind at least 3 refineries per planet to see if I can make up the difference). Since the AI can not take full advantage of the tech tree, I am womping their asses and collecting planets as I go

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I'm not sure where I would place starbases as revamp priorities go. On the one hand, when my caps are trained up, they can batter them pretty nicely. I really do think this has more to do with the special abilities though. I had a starbase with 30K+ hitpoints and tons more shielding and armor rating. I don't remember how the damage rating compared to caps, but I think it did a fine job of holding off a severe pirate assault. So I'm happy. As for market and refineries: I could go eithe

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Well, to play devil's advocate, I guess gamerking is thinking that the caps could be stronger (a la Death from Above), but I think that given the tech tree here, the caps are a in a pretty good place, not overshadowing the importance of cruisers. Besides that, I've played cruiser only games against the AI... tough enough. What I could see being changed would be the weakening of carrier caps and cruisers, at least in hitpoints. Why? Two reasons: 1) Carriers have historically operated b

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Well, as promised (or threatened, depends on how you look at it) I was going to look over a few planets and comment on their bonuses. Desert Planet: says they can fire recklessly, but suffer lower anti-matter regen. Instead of the usual shield weakness, it gives +5% hull restore (the opposite of the explanation). Toxic Panet: reacharges anti-matter but weakens shield integrity. Shows -5% shield restore, the opposite of the anti-matter effect on other planets and not affecting

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I know that it's popular and easy to change, but I don't know if I like that idea. Not only do certain caps benefit from their current movement system (a Marza can't bombard efficiently making passes), but speed is a matter of thrust/mass ratio. With fighters, and maybe some cruisers, I could see quick, sweeping movements, but caps have a lot of mass to push. The only thing I can see being an improvement would be thrusters allowing for side to side movement, regardless of where the nose point

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Not only is the text in bold, but for some reason, it takes a bit longer to load the chat... weird. As for the pirates, I'm liking the difficulty. I think teh moving starbase is more of a challenge combined with the fact that they are pirates, they would steal from anyone. After all, I don't see a cap or frigate factory there. I also like that the pirates are in big enough force to make me think, "Okay, am I willing to deal with the extra front to defend or can I knock them ou

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Not a bug persay, but I do have a comment/suggestion. I recently played a game that has a bright yellowish orange nebulous background for a given system. I haven't seen that before, so I'm guessing maybe you guys designed it for this mod. If so, I must say it's brutal on the eyes. I know I can lower my screen brightness, but that does get in the way of other game aspects.

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