So I tend to play on some larger maps with multiple stars and FFA... And it keeps surprising me how often people are dismayed or confused at the fact that me and my star are usually (if not always) allied together. So to clear up some mystery for you; the game tends to clump you equally into 2 stars, regardless of star count. So in a 10 player game it will be 5 and 5. Now given the circumstances and how star-travel works, if you all fight in your star and the other sta
Gauntlet03
originally the game was going to use real orbital mechanics... it was dropped. And sadly no ammount of pleading during Beta 2 through 4 has gotten us orbiting structures... I don't think we will ever get them :( My suggestion would be that turrets and defenses have an upgrade that allows them to move very very slowly, and in the future when we get a patrol command you can get what you want out of that.
Meh, the game had limited ammount of time and virtually inexhaustible ammount of possible material... They oculd have these ships launching troop transports but its not as pretty... Perhaps we will get some other options later, perhaps not. But a good ol space game isn't proper if you can't nuke planets.
it is annoying as before such files were in text format... all you needed was notepad.
In Beta we were constantly told that we were actually bombarding very specific points of infrastructure and that the population count represented local/loyal governors reporting their taxes or some such. Thus you were not destroying the entire population which is simply not on record, merely destroying their overlords and colony ships replace said overlords. Personally I thought it was a crappy crappy way to explain it. But it is there for you if you need it. I wouldn'
Regardless of the manual- Fighters do extra damage to flak frigates. Do keep in mind that if you take 30 Light Carriers, build all bombers you can jump into the system and 'alpha strike' a target, destroying a Cap Ship or some such, regardless of flak protection... then jump out. You lost some bombers which are replaced for free... they lost a capital ship. This was very common in Beta, and it is perhaps why the Flak Frigate has become ruthlessly efficient. I for one never used
the Daleks
Name: Gauntlet's Map Mod PoC: Gauntlet03 URL: None as of Yet Info: This Mod will give player's and map maker's additional planet types for games. For example if you want games with sparser planetoids, or super homeworlds this will give you those tools. Also varying stars with different special abilities... and more! Link: None as of Yet
graphically the bar is easier and simpler... those timer numbers would be rather small... The OP is a really good idea.
he didn't lie guys he mispoke... he said MB instead of KB Jeeze.. give him a break, he is obviously very young or not and english speaker by birth or both. You need to follow the advice here and try switching the server, otherwise try a reinstall of Stardock and start from scratch. If all else fails call your ISP... if that doesn't work then yes... get your 75% back and buy the game again... Sucks but you can't expect a good return policy on Downloads.
Turtling up is the worst thing you can do! EXPAND EXPAND EXPAND This is the best mantra... sure you might lose that extra colony or two by sheer fact that you can't defend them... but for however long you owned it the AI did not own it. Think about area denial and 'potential denial' if the enemy has to take a world from you, it is more effort than taking it from the neutrals in most situations... if only because it will likely require siege frigates... a big investment. <br
Yes. Exactly. You can't conquer the universe with propaganda... but you can make it a very nasty rebellious place!
PS: The idea of using a combined pool for logistics/tactical slots was rejected; mainly because it would allow players to create super-fortresses and super-producer worlds... which was considered undesirably by the devs. Just informing you that it was indeed discussed (and at least for the time being it was rejected) Also- the planetary upgrades don't need to be more complicated; when you think about it, building all those aqueducts and walls in civ games ammounts to '
Well it is interesting that people find the diplomacy weak... thats because your looking at it from an 4X view, but seen from a RTS view this is a very indepth diplomacy model. It still needs work, the missions need to be revised to be more logical, trade alliances need to have more complication, and a little more 'character' is needed. But compared from the beta the diplomacy is vastly improved; most importantly... [B]if you are allied at 100% do you realize you can c
I remember spaceward Ho!!! I'm not so certain this will capture the same experience it is still a RTS... but it will occupy you allot longer than the other titles... expect a minimum of 3 hours for a decently sized game.
As someone pointed out- all RTS are 4X; its not a hard criteria; the real yet sadly fairly abstract difference between an RTS and a typical turn based empire game is two fold. 1. Scale *Sins solves this adequately :) 2. Role Play Believe it or not the advantage of most 4X games in terms of their form of fun as opposed to most RTS is that you end role playing your species or your people, you research as such and create mini-stories around typical game events/wars/etc.<b
Use phase inhibitors it will hamper enemy attempts to bypass your front. Otherwise- defend your capital? The game would be extremely static if we could utterly prevent bypassing with just regular defenses. Something to be avoided... daring raids on homeworlds, bypassing fortressess and spreading into the core worlds... those are nice cool tactics that should be rewarded if your enemy doesn't defend those worlds properly.
Hi there everyone, ... if you can all cool your jets for one moment... 1. Schod raises a good point, as he is not saying 'anti-nerf' he is saying that the Devs should wait longer to employ changes. That is generally a good idea. 2. However, the siege frigate thing was discussed internally at legnth as they said, which gives the dev's far more legitmacy in making those changes. The only realy problem with Schod's arguments and many of your counter arguments is that they
Fighters are quite useful, and if you are really worried about bomber fleets, just use only fighters on your caps... the fighter also gets a big damage bonus against... guess... LRMs That is very important, as next to the Carrier the LRM is the next best ranged ship. Notably, Bombers don't do so well against such ships either, they do well against Caps and Buildings, but only averagely against lighter fare; thus the LRM can do a great job at hammering carriers, as they are qui
A few being 6? Because even 6 will not stop a determined force of 12-15 Siege Frigates. I happen to think that the siege ship isn't a big problem, proper scouting helps enormously... but turrets will not actually deter such fleets until they reach 10-20 area... even then you can easily kill the planet, you will just lose allot of ships doing so. [quote]Everyone is listing huge changes and additions instead of realizing the simplest fix.. Just reduce their healthpoints... Ma
I have very similar issues; I have been playing with sound on mute for 2 months lol
Due to the fact that you have an infinite economy model (upkeep system makes it manageable) the main way to raid the enemy is not killing mines, but rather planets. In order to do this the Siege Frigate must have some survivability, otherwise they become solely a mop-up tool... Which is frankly boring. Paradoxnt's suggestion of reducing their speed is much more apt... the siege raid will destroy the intended first target, but all the remaining ships will never escape, and it will be muc
the current system doesnt allow me to select 2 different groups using function Keys.... I have to either select them all manually and make a new group, or select one group and try to alt band box the rest or some such.
I wish that when i press 1 (selecting group 1) then holding SHIFT 2 The Effect was not that I now select group 2 and not 1, but that I now command Both Groups but neither are changed in terms of group bindings.
last exile was awesome, not certain about how to make a mod though, i dont think phase lanes being in will detract from it. Call them 'Currents'