After playing a few games with diplomatic victory, i have a question: Is it possible to set the winning limit higher? (I would like a feature to set the amount of points in the game options) I ask this because i tend to win the game before i destroyed the guy right next to me. Playing mostly hummans + 4-5 AIs 2vs2vs2vs2 unlocked teams. And why do my allies lose the game when reach that point?
Hrabandur
Buff Replicate Forces? Yay, number should depend on what unit is selected + I am not sure but if SC is not copied when targeting a carrier please do so :D Allow Dunov shield restore to be self targetable? Nay Allow Antoraks subversion to effect SC? Yay Buff Phase out hull?
If the relationship level/bonuses would cause a peace treaty(or any pact) to be accepted (even with human players) by his "government" would that be a sufficient threat? Of course the "go to war" option still is in the hand of the player but it has a time constraint. If you use this right you can say yeah you gut the guns but your people say you cant use them against me :P. Also i think culture could use a different impact in this game, so if your people are indoctrinate
CAPITAL SHIPS Buff Battleship Class (Kol/Radiance/Kortul) Increase hp/shields/armor? Yay <p
http://www.filefront.com/15192047/AutoRecord-12171916.zip here is a replay of one of the Sunday games, me as "Lord Brain" Game was very funny i think, got a little weak starting point (and truly never played with DS- Pirates before they are soooooooo mean) One time i forget to set the bounty on Nacey and then the game was over for me as i tried to fight the pirates instead of just letting them destroy the one planet. After that i got rolled :D <
Also it heals the hull, when there are antimatter draining abilities you could be out of antimatter even before you can use it once. The motherships ability kicks in right after the battle has started.
I think diplomacy would be a good time to introduce a little bit of actual trading. Something like a team market so you can sell and buy resources directly from your teammates. The Price should be about 50-75% of the black market price with 10% that "vanish" in the progress as "tax". You could do it with a cap like thing "all above x go into the market" so someone can not buy you dry. Or like x% of my stock (in cr, crystal or metal) are free for trading with my
[quote]I know would be cool wouldn't it..Thing is if we cant get the top 2 or 3 players to play not much point in branching out to give the rest a chance.Everyone is invited tho this is more of an independent thing than official.These are matches I would like to see then its up to them if they want to continue to put time in or not and play challengers.That makes the competition simple and easy.Anyone can post their own replay.Main thing to me is make the maps premade and least amount of rand
Adjust Empire Tree- Move "Phase Jumping Ships" to the bottom of the tree? Yay Increase armor/hp? Nay Magnetic Clouds-Allow starbase deployment? Yay Ice/Volcanic planets- Change minimum mines to 3 (currently 2)? Nay Nerf Orkulus Nay Other- SB constructors trigger phase monitoring alarm? ("Hostile forces are inbound") Yay SCOUT FRIGATES No Nerf Needed <br /
I have placed my order under another email addresses, is it possible to activate the beta manually with the following steps? <span style="font-size: 10.0pt; font-family: "Times New Roman","serif"; mso-fareast-font-family: C
The problem is: You can come out with an huge balanced fleet even before the other Players Trade line creates the first credits. I think the research for new ships should all in all take longer and/or have their costs increased. This could lead to more time consuming games as u have to wait for the powerful ships later on but also would give Lf more actual time in the game :D. On the other hand it would increase the advantage of economy so u actually can do eco even in "shorter" ga