Draakjacht

Draakjacht

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

If they didn't give you a good in-system jump capability, it would take 3 weeks to get to a relatively nearby planet. Imagine the trek it would take to get to another star or the farther out targets! Not only would the game get boring quick, but even if you did go the distance, the enemy would be able to prep one helluva defense against you... unless it took a year and a half to finish a cap in dry dock. Wow... real life is boring. Yeah, I think we answered the question in the first half of t

22 Replies 114,527 Views

You bastard! Ever since I was a little girl, I wanted a space pony... but then I became a man and learned about facing one's disappointments. And yes, I think the average starbase should have 6 million. Kols, 3 million.

22 Replies 114,527 Views

I think the extended range on non-Vasari bases sounds like a good way to compensate for their mobility, but I do not think it should be too much bigger, nor do I think it necessary. I manage to screw just about anyone with a starbase, short of one recorded loss. No complaints here.

67 Replies 243,825 Views

True, that's why I stopped looking for the ponies. And thus far, I've done some comparisons. Apparently, assuming all things are to scale, the caps are about the width of Asia. They have what, 3 billion?

22 Replies 114,527 Views

Nacey, the AI and my starbases are working properly. I have not noticed any delay in weapons fire. So, walkers64 might have a problem of his own. Mooster, mods can be stacked in Entrenchment, the one on top taking priority. But if the first mod changes the tech tree and you want any tech tree additions from the second mod, the game uses the first only. That means you have to merge the mods the old fashioned way to get the affect. If one mod changes graphics and the other changes tech,

8,423 Replies 15,687,994 Views

I love it when sci-fi shows are compared, whether for competition or statistics. Babylon 5 has an amazingly dense population if you think about it, but all 3 dimensions would have to come into play. Then you have Star Wars which is the epitome of "Go Big or Go Home", but the populations there don't even compete with Star Trek or Babylon 5, proportionately. [e digicons]:X[/e] Not sure if there is a good answer to this one. [e digicons]:cylon:[/e] okay, just wan

22 Replies 114,527 Views

Smack talk is okay, but the problem is that it's usually on teh computer screen. If every time I played chess or monopoly, someone wrote ugly notes and tack them to the board while we play, I would probably use the board to give them their daily fiber. I can tune it out otherwise. As for spams, I do see their point. A lot of newer players are not as quick. So say they get spammed, but the enemy has whatever combo coming up beat them. Well, if they don't survive long enough to see the

438 Replies 1,207,698 Views

Well, I wish someone would upgrade Death from Above for Entrenchment. That increased the SC of carriers and bays by two fold. Mad Scientist does this too, but with some upgrades necessary and more options as far as fighter types. As for the vanilla game, they looked to the mods for inspiration with graphic updates, why not play with the mods and take ideas from there?

32 Replies 145,611 Views

I actually feel dumb for responding to this post, because I know it won't make any difference. But what the hell! Komoto realized above that it will come out on both Impulse and later CD-ROM (or DVD-ROM, so don't split hairs with me), and then he decided all was well with the world. So why do we care again?

44 Replies 166,102 Views

It's a very legitimate tactic. Air power is one of the main focuses of the military because its strength outweighs the potential for loss. And yes, we 'spam' our enemies. Not that it is foolproof. Israel sought to use superior air power over its enemies in the Yom Kippur War, only to discover they had deployed SAM batteries bought from Russia. I personally like a strengthened air power. I don't care for the approach of the Mad Scientist mod which makes it dominant, but

32 Replies 145,611 Views

If you build the starbase just outside of the gravity well, you can build multiples. Although the weapons are less likely to reach in where you need to fight, it allows you to bak up one base in teh gravity well (built last of course) or for you to back up the government and force the enemy to come where you have bases clumped together. I defended a star with half a dozen bases all maxed with bombers once. Helluva trick to do to another.

67 Replies 243,825 Views

Well, given some of the changes and bugs, I wanted to do some strategic testing on medium. Still hard. Although I scrap the cap first, I find that either they start retreating when it's already a mop up job or when I bring more reinforcements. Either way, it seems more logical than the old "Enemies here, gotta leave" AI. Btw, Nacey, you thinking of increasing the starbase range for Advent and TEC? I was thinking about the mobile starbase suggestion and it struck m

8,423 Replies 15,687,994 Views

I wouldn't say I fear online playing, but I have become disinterested in it. It comes down to three major factors. 1. I don't have time to play a lot of hours online and become pro. 2. I prefer friends who are available for long campaigns (that includes heavy politicing) that can be picked up at a pre-arranged time. 3. I've played online with Starcraft and Quake Wars, where a player would flood the screen with curse words or accomplish all the goals to win before I res

438 Replies 1,207,698 Views

I made the unfortunate discovery of what a LRM/Ogorev spam can do. The AI used this on a planet where most of my defenses were static. They were tearing through things outside of their range until my caps showed up. Sadly, when I was repelling it, another AI used a typical cap led attack to do serious harm elsewhere. Not much to do with the mod itself, just thought it was a notable ass-kicking. I think the AI is definitely harder in this mod than in vanilla, but t

8,423 Replies 15,687,994 Views

Good mod still, but a few potential bugs. Planet traits sometimes have two halves of two images, the bottom of one on top and the top of one on bottom (think a movie reel between frames) and neither image is appropriate for the trait. The Gas Giant and Tunneling upgrades have the same problem as above. The EWS bombers do not appear to use their auto-cast ability. I waited for some time and saw no use. I have not played any further and so only have that to report. Hop

8,423 Replies 15,687,994 Views

I will agree with the above as concerns the gas giant colonization and improved tunneling upgrades, the buttons do look like a mistake. But as long as I can get the upgrade, I am happy. Yes, this mod is very well balanced, adds a lot of options to one's style of play, and I think the harder AI and pirates is quite beautiful. I know it's suppose to be a glitch that the AI prefers capital ships and builds tons of frigates, but the cap anchored spam attacks makes the game very hard a

8,423 Replies 15,687,994 Views

Oh, and actually, the human player situation does relate. The AI sometimes tunnel visions a target like human players without any real alliance, meaning no diplomacy cheats. As for them not targeting each other. Once again, applicable. I was flanked by an enemy AI who wanted to kill the AI I was targeting. The AI already gave orders and so ignored me and all my ships had already picked targets, thus allowing the new vessels to pass unharmed. All coincidence.

25 Replies 110,188 Views

I have to agree with the majority here. Whether on unfair (you think the name would give you a hint, huh?) or not, the diplomacy is a breeze. Before you make first contact (since they don't talk to you until then) get your diplomacy up and running. Then they give you resource missions. You already have a cease fire and trade alliance. Then you scout them out. Then they ask you to attack another player. If you want to save the alliance with the target, go in and destroy only the targets needed to

25 Replies 110,188 Views