Twini

Twini

Joined Member # 3709229
1 Posts 8 Replies 925 Reputation

Had time to test the newest version. Here's some pointers: - The era-type research tree was a very nice surprise. - Also I like that the ships don't have health regeneration. Adds realism and sort of "fight or flight" response. * However I don't like that I have to research alot (like 10 techs) to gain access to repair platforms, surely they know how to repair the ships they build. Does AI retreat its ships for repairs ever in Vanilla or any other mod? I do

5,473 Replies 14,208,900 Views

I'm sorry for starting a whole thread for question that will probably be answered with two letters. But can the game be modded in a way that (maximum fleet size doesn't have to be researched and) taxation depends on how many and big ships you're currently having? I hate how AI chokes when it loses it's main fleet, but still has that 70% taxation. With my terrible modding skills I've managed to reduce taxation to whatever percentage I want, but then there's no disadvantage

9 Replies 7,706 Views

I managed to win a scenario with Minbari. It was struggling until I got some armor research done. Then the sharlins became rather nice [e digicons]^_^[/e] But it got me thinking about the organic armour in series. It seemed to ignore all damage until enough firepower was being used. e.g. one w-star couldn't do a thing to shadow battlecrab all day (until it took that jump engine off), but with added firepower the crab got red real quick. So perhaps the last organic armo

5,473 Replies 14,208,900 Views

Great Mod, had lots of fun with it today. Only "ugh" feeling i got was when I jumped into enemy territory that had nothing but starbase and few hangar defences, but they managed to completely destroy my 5 capitals (levels 5-8) and about 20 cruisers. And I was fighter-heavy with 10 carrier cruisers. The starbase only lost third of its hull hp >.> Must've been Deathstar in disguise ;)

827 Replies 2,304,642 Views