Gauntlet03

Gauntlet03

Joined Member # 847148
263 Posts 1,096 Replies 2,484 Reputation

UPDATE: Tested; mod is fully 1.04 compatible without any changes as far as I can tell. Hurray and Salutations! The first release is up and ready for download! Please report any bugs to me here or by email: [email protected] The mod gives you tons of new planets, stars, 9 maps, 5 race portraits, and doesn't impact game play whatsoever. Okay well it doesn't 'directly' there are no new planet bonuses, artifacts, ships, or techs! New planets and stars obviously can change how a giv

3 Replies 5,656 Views

First its not done yet, but it is getting much closer so I feel comfortable to start a preview topic. Anything in Green is done, anything white is on the bench, and red is something which may not be possible. So whats this about? Some games/maps could be more fun if the resources are condensed to key points, some players like huge scale games but not huge maps, this can be done by adding more advanced homeworlds or just better general planets but Less of them. Thus with more planet t

7 Replies 5,244 Views

This is an interesting argument; but I think it suffers from an immense flaw. Your thinking of gamers (people) in two terms only, casual or competitive. But there are lots of other quirks and factors that determine how the player interacts. I for one would under these circumstances be a casual gamer; I don't game to achieve a good score; that being said I belong to a clan and I play to win in my games. But I don't harass a weak player its not nice. Other factors to con

50 Replies 50,453 Views

Not quite what you want, but I have made 'structure planets' they are special planets that look like the various sturctures. [IMG]http://i10.photobucket.com/albums/a104/Gauntlet05/Sins%20of%20a%20Solar%20Empire/Structure%20Planets/FleetBase001.jpg[/IMG] [IMG]http://i10.photobucket.com/albums/a104/Gauntlet05/Sins%20of%20a%20Solar%20Empire/Structure%20Planets/SB.jpg[/IMG] [IMG]http://i10.photobucket.com/albums/a104/Gauntlet05/Sins%20of%20a%20Solar%20Empire/Stru

15 Replies 9,643 Views

the best Ideas I noted in this thread... moving siege frigates up a tech tier or 2. That would effectively reduce their threat in the early game, I don't even think it is neccessary personally... but if a change must be made then that is a great one. We need an extra upkeep upgrade or two... but the system in place is a good one. The worst thing mentioned here is the idea that 20 siege frigates should die to 2 turrets... thats absurd... no other ship dies that

96 Replies 133,073 Views

neat idea, but I would hone it down to 1 extra faction per race for the time being. A Piratical TEC A Super-Raid style Vasari A Ubersome Culture Advent

1 Replies 3,454 Views

It sounds to me that you sadly had jumped in at the wrong time. THe moment you saw that fleet you should have retreated and got your bearings. Now depending on the situation you should have time to pump a few extra ships and a single reserach, sounds like you had most of them though... store up your Anti Matter and I would produce more Enforcers (kodiak equivelent) Then jump in and take out that mothership and the iconus guardians first. After that, you should be abl

70 Replies 38,535 Views

Currently the AI doesn't cheat. I'm 90% sure of this. In all liklihood one of the stances is broken at normal. Perhaps its the defensive AI or something that is lacking. We should try to narrow this down, try a game or two with all economic AI or mix and match and see if this is across the board or particular.

11 Replies 26,241 Views

right now you need to destroy every planet. There is no reliance on actual ships... which is good. I think its fine the way it is now except that when a play drops the AI should take over, and when they apply the AI 'surrender' behavoir, it won't be too hard to wrap up a game as long as the human has quit.

33 Replies 26,500 Views

The other threads are about beating the pirates... not complaining about winning through them. I would keep faith that the AI will improve and as it does the pirates will become less effective, in addition you can play without pirates. As for them making sense, if you read the material they do make sense... the TEC was for the past 1000 years a band of non-combatants, with no strong central authority or military, each planet was responsible for its own defense. Thus some plane

67 Replies 34,799 Views

just a voice over and credit rolls... have 3 different voice overs one for each race... We have endured, we are victorious! The Unity is Joyous in Communion Our path is clear, our destiny continues!

34 Replies 58,087 Views

there are magnetic storms and plasma storms and gas giants Gas Giants: Extra damage done to ships closer to the giant Plasma Storm: Strike Craft cant be launched Magnetic Storm: No special abilities can be used

21 Replies 14,716 Views

Go with the econ 90% of the time. You will need the colonial upgrades, and the mining techs outweigh most else. Only in very small games is there a significant reason to build a military lab first. Now after 2 civ labs and 1 military, thats entirely up to you.

16 Replies 9,609 Views

Notably if we wanted to be true to the concept of siege weapons, then yes we should severely weaken the unit... and then let its missiles outrange the enemy gauss turrets significantly. Castles rarely got to fire back apropriately against actual siege weapons. Thats the point, they just out range you and whittle you down... might as well let the LRM bombard at a equal range of its missiles. Would that be better? Personally I prefer this allot more because my defenses a

105 Replies 71,038 Views

Uhmm so I didn't finish reading, Sorry But I came close lol! Firstly: Someone Quoted Garion333 inaccurately, he did not post the original post or the other notably insulting post. Mistaken identity there. Secondly: The devs should always defend themselves openly and vocally. It is the sign of dilligence and integrity that they don't treat us from 'en high' and completely ignore such things. Thirdly: I will play devil's advocate and note that games like War Cra

101 Replies 112,095 Views

my only real disagreement is #4. Right now upkeep is perfect: it doesn't represent how many ships you support... it represents how many ships your empire is equipped to support... Just because you have 1 ship doesn't mean your empire isn't paying to keep fueling stations open to equip a 1000 ships (which you told them to be prepared for!)

8 Replies 7,425 Views

The cost in making such things an option is in the time and money of the developers... they could make your option, but that will eat up resources that could go towards fixing diplomacy. I think the idea of slowing phase space travel to the PJI is a good one, and also slightly buff and keep its current slow down ability. Make the slowing of phase travel an upgrade.

101 Replies 74,774 Views

PS: there are of course ways to beat this, don't get me wrong, bribery and backstabbing can easily tip the scales. But don't be surprised at star-alliances.

1 Replies 5,459 Views