Tankbushed

Tankbushed

Joined Member # 4184096
6 Posts 35 Replies 3,456 Reputation

It would be possible to write a program that creates a "fleet" and then randomly distributes damage between them until annihilation. If you recorded the average results and the standard deviations of several runs, you could figure out what set up is more likely to win.

11 Replies 28,805 Views

Excellent mod, it may be my friends new second fav. (He is way more of a trekkie than whatever a BSG fan is called.) You are very good at getting a workable balance. Its not perfect, but a good player can normally get around issues. I am still trying to figure out how to play rogue, though I need R6 as R5 is outdated. I possibly found one small glitch I thought you might want to look into, as the CL faction I could not find the tech for making phase inhibitors. I could have overlooked

3,050 Replies 8,578,430 Views

Lol. I would probably just give uncapped AOE abilities a fair (32) target cap. That way humongo fleets still are difficult. If you fought an advent starbase with the meteor storm ability the same problem could have held true.

27 Replies 46,474 Views

Careful. As I was told earlier; multithreading is a word of war on these forums. It will probably come in sins 2. Meanwhile try TSOP stuff. It really fixes lag. Some mods also remove light carriers and increase the cap ship max. This really helps to control lag.

4 Replies 7,571 Views

Its a small thing. I make custom maps with preset spawn locations without randomization. Many of them work for many different configurations but sometimes that means I have to skip preset starting locations in the order of assignment. Thats not possible right now. I would have to create a new map file for it to work without the intermediary spawn points enabled. Could you make it so that closed unoccupied player brackets make it so that the spawns are not taken. E.G. I have players 1, 3, and

4 Replies 7,571 Views

The problem here is a durability one. Why not change it so that ships with greater than 20% shields repair hull points twice as fast. If its still an issue make the missile ignore a set 33% mitigation. To make that less of a set back, negative mitigation would be allowed if it would occur.

16 Replies 10,298 Views

[quote who="Alstein" reply="46" id="3201856"]Is your arbitration experience versus other corporations or versus individuals? Statistics such as these: http://centerjd.org/content/fact-sheet-mandatory-binding-arbitration-corporate-end-run-around-civil-justice-system I know, may be a biased opinion piece, but it does cite sources- states that at best, consumers win 5% of the time, and employees under 1%. This is why I'm skeptical of the process

70 Replies 302,065 Views

Ok, I am not too upset with this right now. First, Compared to say the blizzard EULA that pretty much steals the copyright of your thoughts related to the game the steam EULA seems pretty good. Any US court would rule that arbitration for a class action meriting lawsuit is not due process of law. Despite the contractual agreement saying that arbitration must be used or a small claims court, due process is a constitutional right and would have to be met by whatever settlement is reache

70 Replies 302,065 Views

The best reason is that there is an entire thread about how he is expected to be grumpy where many players are grumpier than he. He has to live with the competition.

79 Replies 219,596 Views

Strange place for this post but, if you read this it may help. If you aren't expanding quickly early on you will fall. Its allways a good idea to invest in the economy. Late game often is won by whoever can replace losses the fastest in an even matchup. You need to up fleet supply. Don't forget to upgrade planet development. Small less valuable planets are sometimes worth taking first as they are less defended. Don't spend all your early game money on research.

2 Replies 20,498 Views

Ok I see the points with the bombers etc. I don't play much ICO and V AI I tend to be a little heavy on fighters to maintain air superiority. And I disregarded the relative difficulty in unlocking the Titan v the Starbase. I do have to say the Starbase is still a much more expensive purchase. I also wasn't thinking much about the eco side of things and the upkeep income modifier. I did consider the stockpiling of starbases but even in the biggest maps I have found that that is a huge

10 Replies 12,850 Views

I can understand why people are very concerned about jumping starbases but I fail to see how it will ultimately break balance. So could all the wizened players read my thoughts and tell me why I am wrong? Considering the following I personally think that having a mobile starbase is not a bad idea. It patches a weak spot in vasari tactics, allows for a very cost risky but effective strategy, and is not all that equivalent to another titan. It costs a lot to build them an

10 Replies 12,850 Views

Please read and give feedback if you have time other than tl;dr. From what I can tell you brought back pirate upgrades with every raid. That is good; however there should be a cap to the number of upgrades of each type they can receive. In longer games I have had to withdraw a level 6 Titan and 14 levelled cap ships from a system with regular numbers of troops because they were losing too badly. I even kept em out of WP range. They become nearly impossible/very difficu

4 Replies 8,061 Views

Ship Variety: Make the designs more dynamic during the game. I.E. Beginning ships, and slightly stronger tier 2. Ships. Cap ships retrofittable. (likely sins 2) Maybe some ship design options. E.g. Impossible Creatures; Space Empires, Gal Civ etc. (Though Gal Civ was not as great for this.) Faction Variety: Do not follow the holy trinity theory of starcraft etc. More is good. (likely sins 2) Balance through imbalance. There is this common idea tha

31 Replies 24,254 Views

Funny. I rather disliked the scale change from Civ 3 to Civ 4. I spent hours playing Civ 2 and Civ 3 (Fav game all time) but found civ 4 to be amazingly boring. Sid Meier is an amazing game creator though. @ Hawawaa. Try Space Empires 5. Its similar to Civ II Test of Time but you design your own units and there is way more flexibility than in Gal Civ.

32 Replies 108,872 Views

I disagree on the jump to enemy wells. Honestly vasari need it without an anti-module cruiser. Maybe they should limit the number of mobilizable starbases to 3 to 5.

40 Replies 133,443 Views

yeah. Honestly its much less reflexes than it is start up speed. You need to claim resources aggressively for the grind. There is an optimal balance between force building and expansion that needs to be discovered by each player. Reflexes are less necessary, the autocast AI for abilities isn't stellar but it works; you can focus on macro scale in large battles. Economy and its application, not APM, will win the game.

26 Replies 65,504 Views