52500

52500

Joined Member # 3496984
5 Posts 206 Replies 619 Reputation

The problem with just increasing levels of research is that either you are researching the same things that we have now and it just takes you longer and more money (zzzzz) or you are researching more levels of the same thing, increaing whatever that thing is (even more range for seige frigates?) and thats also pretty dull. If you want to increase the research tree itself then new things have to be added, either abilities or new ships. I dont know if people want to increase antimatter regen by

27 Replies 59,253 Views

One of the reasons why I am interested in new ship ideas/abilities is that at some point, there is no new development in a long game. If you get to the point where stars are locked down with fleets and starbases, you arent going anywhere. All research is done, fleet capacity is used, all CS are level 10s. All thats left is making a ton of money and superweapons. and thats boooooooring. New ship types allow for the possibilty for late game esearch and ship creation. Thats why I alike the idea

27 Replies 59,253 Views

right. you could end up with a fleet of a heavy armor assailants, or a light carrier with flak? man, think of the customization, think of the headaches. I would say that you would only get so many kinds of custom ships, make them reseachable (if making a new type) just like all the other ships. Or else you just have a billion funny little guys.

27 Replies 59,253 Views

It would have to be toggle-able, or else you are going to end up with a lot of useless scouts being made (if youa re scout rushing, or for some unforseeable reason just have a fleet of scouts). But yeah, it would be nice if it did that instead of going back an checking "ok what died?"

7 Replies 7,557 Views

I get where you are coming from. Here's another take on new ships/rework. Existing vavies have extremely specialized ships, but they also have different sizes for some of the roles. Carrier v super carrier v escort carrier v anti sub carrier, v commando carrier etc., tanker v super tanker. And they aslo make tradeoff sof r roles around the same size, battle ships v battle cruisers. I may be saying this poorly, but what if we also extended the ... sizes of ships. Have an assailant crui

27 Replies 59,253 Views

Personally I think that more races can and should be made. starcraft set up 3 races sure, but that doesnt mean we should be limited.

9 Replies 8,933 Views

you know, i consistantly have probelms puzzling out thalatos' posts. but i understand his point. sortof.

9 Replies 8,933 Views

Alright, I redownloaded. also i guess i forgot the patch before. Regardless (this is all xp): beta .85 went into 1.03 gf went into gf folder patch went into 1.041 checksum is now 948230, still minidumps me when i try to apply changes. also, i am not seeing any of the new maps anywhere... I swear Im not retarded. but help please.

8,423 Replies 15,667,977 Views

Ok so this is my first mod. I followed the read me directions, and then tried to apply changes in-game and got a minidump each time. I am running 1.041. what can i do? edit: now i didnt crash and its enabled and applied and im not getting any changes in the game.

8,423 Replies 15,667,977 Views

I like the idea of the add on ships. I think that saying that all ship types are covered is an exaggeration. -I think there is a possibility of a gravity well limitited frigate. another addon in the tac net. sort of low armor, high dps light attack vessel. essentially tac is limited to fighters (mobile, and killable with flak) turrets (immobile and limited range) repair (large range but ultimately passive) starbasses (which dont count as tac but are defense regardless but immo

27 Replies 59,253 Views

This has no basis on reality, I am just bored at work and curious as to what kind of ships and ship types people feel are missing form this glorious game. We are getting a new diplomatic ship, but what about further combat ships or whatnot? I bring this up because of a number of mod threads, suggestions, and irrelevant side coversations have mentioned what people think would be great or are missing. Examples: -Area of effect (splash damage) artillery cruisers: while un

27 Replies 59,253 Views

[quote who="crashmatusow" reply="45" id="2417419"] i dunno, with recent new learnings from another thread i may use superweapons again... though i do thin its odd that advent can put two super weapons in a GW but vasari cannot, despite the same tactical slot requirements. advent have an upgrade that adds 10 tactical slots to all planets-just enough at the larger planets to build 2 deliverance engines[/quote] They use the same number of tactical slots, and if you build nothin

52 Replies 118,962 Views

[quote who="Kitkun" reply="1" id="2417077"]Both are dependant on Military labs, so it'd have no effect on gameplay. [/quote] not particularly, you cant research "repair bays" and ... something else low lever at the EXACT same time. basically the same time yes, since it goes fast. but with vasari you can. that is the only difference, and its not big enough to matter, but it exists. [e digicons]:sun:[/e]

25 Replies 43,592 Views

When I first got onto the forums, this was one of the first topics i ever saw. I remember thinking to myself "holy crap, playing against an unfair by myself? impossible!" Since then I have played a lot of LAN games with my roommate against increasing numbers of unfairs, but I had never really played any person v AI games. So for fun/killing time, I decided to do this. i ended up winning in like 45 minutes as TEC (who i never play as). just scouts and marza util i had lrf. jut sent eve

28 Replies 11,312 Views

you know allegiance, i dont think our conversations translate well onto a forum. fine: launch your fighters in the undefended, rebuild a new set, dont luanch, jump to heavily fortified GW with your fleet, launch SC. done, now you have a harassing force in on, and a fighting force in the other, please note that the harassing force is going to die. or something. DAMMIT, I know that this is a viable tactic, BRAIN WHY WILL YOU NOT LET ME EXPLAIN?!

16 Replies 15,521 Views

That isnt the point i am makin though. I am posing the thought that you could make SC operate without a transport, or to make the squadrons launch all at once, rebuild all at once from scratch and keep the transports out of the way. If your opponent doesnt have flak, this could be devastating. just adding another bit of versatility to somethingl. like you could keep your SC in the transport as you jump past a havily defended planet and get to one with little to no defense and just lau

16 Replies 15,521 Views

[quote who="Allegiance86" reply="2" id="2412834"]Flak already do alot of damage as it is. if you think your gonna leave 20 squadrons in a gravity well and then come back to collect whatever is left over i can guarantee your in for a big surprise. SC dont last very long especially against other SC and Flak...............as well as hangerbays with the flak upgrade......Only reason your SC continue to go to blows in a slugfest is because your Carriers and Capitals are constantly churning out rep

16 Replies 15,521 Views

It would make for a pretty sweet scene if strike craft were whot out of launching tubes too. Just a spray of small ships flying out of launching tubes like a machine gun. I like it. If you don't mind, i am going to tack on an idea for strikecraft of my own. I think that we should be able to leave SC and bombers in a GW without the carriers/transports/dron hosts. They dont replenish and the carrier unit has to re build them from scratch whereever they are. Or the carrier could

16 Replies 15,521 Views

[quote who="DirtySanchezz" reply="8" id="2412686"] They could name it after a guy who plays it heavily online: Sins of a Solar Empire 2: The Wrath of Krath Sadly, 99.8% of all Sins players wouldn't understand that reference. Or they could give it a name based on one of the races: Sins of a Solar Empire 2: Vengeance of the Advent [/quote] "Sins of a Solar Empire 2: Arrival" And add in the race (or race<span style=

21 Replies 24,077 Views