Claymore00

Claymore00

Joined Member # 715920
1 Posts 10 Replies 101 Reputation

It's not a be all or end all winning strategy, it's just one way to supplement their forces. If they have no flak frigates, bring 5-6 light carriers along, since the enemy's fleet won't be able to shoot them down without chasing down the host carriers. Don't look for "ultimate weapon" ships, this is not the game for that. There aren't many ships you can just field and expect to be more powerful, composition is key. If you're Vasari and they have good fighter defenses than yes, your carr

53 Replies 27,640 Views

They have incredible armor and the Marauder is the most fun out of all the capital ships. It's perfect for hit and runs, and it's speed boost makes it move like a frigate and makes frigates move like fighters. Also, phase missiles can skip shields, and Subverters add a 25% bonus to that. You can kill battleships while they still have 1000 points of shield strength.

57 Replies 32,743 Views

Last game I noticed whenever I fired the Engine, both my AND the enemies ships got a 15% bonus on their infocards. I'm not sure whether the bonus is being applied or not, but visually it indicates that it is. I know this is more of a gameplay thing than a technical one, but it fits the forum and isn't really a support type question since it isn't breaking anything.

0 Replies 1,511 Views

I would like a little more information on the planet's infocards regarding culture. At the moment you only see "Allegiance." Is this YOUR allegiance? Theirs? Things get a big muddled when looking at enemy planets you are affecting with culture. Likewise, when a colony gets wiped out you can see "3.3 culture/sec" on the card, but colonizing it hides that information.

1,040 Replies 557,051 Views

[quote] I hope more features will be added later. Examples: - Add Ships and structures - Undo-Button - Set Techtree for each race to make special techs available at start (e.g. the wormhole travel for all races) - more scripting and events (if x then do y) [/quote] Those last two are more of a mod tools thing, which is not what the Galaxy Forge is for. Scripting would be nice, but not something I expect in a level creator.

1,189 Replies 3,578,919 Views

Not what I had in mind, but workable. I assume theres def files that give us the reference names for each ship? Also, maybe what I'm thinking is not even possible, so maybe a dev can comment on this and I just got a wrong impression, but I was going to try to make things appear when someone captured a planet; spoils of war, you could say. It's starting to look like these options are, in fact, only valid as starting options; "planetowner=x" is just a redundant way to reference whoever ow

1,189 Replies 3,578,919 Views

Those options have to be there for some reason! Because if not, the edit menu for the planets has exactly zero effect on the map, which doesn't make any sense. EDIT: Maybe it is a conflict between the in-game generator and the Galaxy Forge itself. If the game is able to create random maps, and is able to excecute the "random" values you can set for planet spawns when it loads up the map, maybe it has its own set of code that automatically populates planets with whatever the default is,

1,189 Replies 3,578,919 Views

I'll take a look. The militia stuff seems straightforward, I have a feeling I could load up the planet and the stuff I select would be there. It's just the Boolean stuff that [I]appears[/I] to be in the editor but possibly is not that frustrates me at the moment. And if anyone has other information on this, I'd be greatful.

1,189 Replies 3,578,919 Views

Alright, that makes sense. Just making a map with a cool shape doesn't appeal to me as much as actually designing an environment for players to interact with, so I guess I'll wait. PS: If the functionality is there, is there some way to make it work "the hard way?" I don't mind a little work if I can get this stuff working. It just seems odd that the options are there but somehow unimplemented.

1,189 Replies 3,578,919 Views

About the planet editor; either its a bit broken or I'm not doing it right. I'm trying to set some values using the "IfPlanetOwnerIsRace" command, and have run into two problems. An example of what I'm trying to do is assign little bonuses to planets by spawning goodies when a certain person captures it. So I click Psi in the race box and then pick a psi civilian research module and send it into the center list. Problem A: That module shows up no matter which race I pick, or if I then c

1,189 Replies 3,578,919 Views

In the first place, if your fleet was somewhere else, its your fault for losing the planet. [I]However,[/I]I have been in the same situation where my main fleet was sitting on the planet and wasn't able to kill the siege ships in time, even with all that firepower on defense, plus turrets, etc. I always considered siege ships to be "the enemy fleet is gone, begin bombardment" and not "attack with the rest of the fleet." An HP drop would fix this, and still retain utitility and strategy

227 Replies 234,255 Views