stein220

stein220

Joined Member # 3408409
17 Posts 354 Replies 802 Reputation

I've only skimmed the last page so i'm not sure if this has been suggested, but a cloaked ship class (i.e. submarine) would be cool. maybe even with anti-ship and anti-planet versions (or just different abilities, weapons, and/or upgrades). Naturally, you'd need a destroyer class ship to detect them.

203 Replies 692,136 Views

[quote who="Taranabug" reply="8" id="3475692"] Quoting Ryat, reply 7 Rebellion is such a common word. I would understand if it was a unique name but usage of a common word and to try and "trademark" it is ridiculous. What next? The word "The"? I am glad you guys won. I've always wanted to start a company named "Our Leading Competitor" or "The Other Company" just to screw with advertising firms.[/quote] "Our Leading Competitor" would also mess with your

57 Replies 520,758 Views

[quote who="WOEaintME" reply="6" id="3425717"] Zooming in is a pain as the bright white burst consumes half of the gravity well, meaning you are blind on that side.[/quote] True, but look at the bright side (sorry, couldn't resist), if you click on an Advent culture tower there's a slight bass thump when the announcer says "Victory is at hand for the Unity" and it makes it feel like you're at an Advent rave.

8 Replies 50,768 Views

Desert, b/c I play advent the most. I wish random maps had an option for starting on a desert world rather than terran since advent need terran research to improve desert worlds.

8 Replies 12,600 Views

i must have clicked the wrong button. the moderators can delete these. sorry for being annoying.

130 Replies 318,535 Views

[quote who="ZombiesRus5" reply="41" id="3389682"] Espionage: Build Espionage units similar to Envoy's Spy on their research tree Spy on their build queue Manage Espionage against Enemy Empires adding ruthless negative research modifiers (anti-pacts) against them Disrupt the relationship between two allied players [/quote] Espionage is a great idea. Also sabotaging worlds by temporarily disabling or slowing down factories,

130 Replies 318,535 Views

[quote who="trigorin" reply="9" id="3381786"] It would be better if resource bonuses were not hard-coded.[/quote] Agreed. Then we might be able to fine tune the difficulty levels a little more.

11 Replies 15,565 Views

this does make a good case for having a wider range of difficulty levels with a smoother gradient to satisfy most players. I had seen some discussion regarding the Hard level but I don't believe changing anything above that was discussed or asked for (unless I missed it).

22 Replies 78,377 Views

[quote who="GoaFan77" reply="8" id="3368294"] There is no longer any easy way of modding such a limit in the game, so I would be surprised if one existed.[/quote] Could you change the cannonGravityWellRatioDenominator to something larger than 4 depending on what one wanted to do? Like if you just want one superweapon, make it 1000 or if you want to make different mods with slightly larger values for different size maps. Haven't tried this m

22 Replies 29,998 Views

I played a few 4 player ffa's with the AI. it was harder but i did win 2 games with TEC and Advent rebels (I lost with the loyalist versions of each race). part of it just seems like luck of the draw based on how the AI's ally and if you make an AI friend in your game. If i get into a 2 front war, it's over.

40 Replies 282,392 Views

i haven't played the new ai yet so I can't comment on the specifically, BUT it would be nice if there were some sort of damage and/or income handicaps you could apply to AI's on top of the difficulty level (i've seen other RTS's do this) so if Normal is too easy but Hard is too hard, you can find a happy medium. Alternatively, if this were easily moddable some where...(anyone know if this is possible?).

40 Replies 282,392 Views

[quote who="Ryat" reply="12" id="3366640"] Quoting stein220, reply 11 why was the changelog removed? The arguing most likely. Or they plan on releasing the new one tomorrow, June 5th.[/quote] Have I missed any good arguing? I've been playing other things and haven't been by this forum in a while. In other news, i was just playing the current beta now and while dutifully exploring every planet I acquired (10 before I qui

27 Replies 78,380 Views

[quote who="bilun" reply="73" id="3223190"] Quoting stein220, reply 72maybe a dumb suggestion but what light frigate abilities could also target titans? it's not an extreme counter but would just limit/prevent titans from using abilities. plus they die quickly enough that so long as you could clear them out (presumably with lrfs), you would eventually be able to use your titan's abilities as normal. Would be way too easy to to shut down titans

110 Replies 250,661 Views

maybe a dumb suggestion but what light frigate abilities could also target titans? it's not an extreme counter but would just limit/prevent titans from using abilities. plus they die quickly enough that so long as you could clear them out (presumably with lrfs), you would eventually be able to use your titan's abilities as normal.

110 Replies 250,661 Views

[quote who="Yarlen" reply="57" id="3212902"] Quoting bilun, reply 19Also @Yarlen: I have a quick question I've been meaning to ask on the topic of the Advent Loyals: Since implementation The Coronata's Repossession has never applied on-colonization effects, most notably Assimilated Populace, which especially now with assimilated populace being buffed is going to matter. My question is this: Is this a bug as most people assume or was it a concious decision on the part

175 Replies 547,218 Views

[quote who="AseOfSpadez" reply="8" id="3202441"] Frigates: #1 detonate antimatter. If you are fighting bomber spam, use detonate antimatter on the enemy carriers .[/quote] Disciples can steal anti-matter from carriers but i didn't think the Cobalt's Sabotage Reactor worked on carriers because making strike craft isn't an ability. Am I wrong? (if so, that's great). I don't play Vasari so I don&#

27 Replies 28,071 Views

[quote who="ARESIV" reply="24" id="3202108"] Quoting stein220, reply 23 Quoting ARESIV, reply 22All Beam weapon upgrades for TEC TEC Rebels have little use for another damage level of beam weapons, while TEC Loyalist starbase and Ankylon could quite use it and dont get it. the rebel Kol fleet will be using beam weapons. (well, the Loyalist starbase has them too, but a Rebel player would likely be building fewer as they go on the offensiv

25 Replies 22,520 Views

[quote who="ARESIV" reply="22" id="3201877"]All Beam weapon upgrades for TEC TEC Rebels have little use for another damage level of beam weapons, while TEC Loyalist starbase and Ankylon could quite use it and dont get it. [/quote] the rebel Kol fleet will be using beam weapons. (well, the Loyalist starbase has them too, but a Rebel player would likely be building fewer as they go on the offensive.)

25 Replies 22,520 Views