My damn space elevators still disappear after loading save games.
Gauntlet03
I want the ability to que ships even if I cannot afford them; that way; when I CAN afford them they automatically get ordered up; IE Give me Sup-Com commands. Infinite build would also be nice.
how about if you control every system in a star you may then build at the star?
http://rapidshare.com/files/59602727/The_Badlands.zip.html That is a link to the rapid share download; I would like to try/attempt to play this tomorrow IE Tuesday at 7pm Eastern. You can email me at [email protected] for info/help installing/uninstalling
In depth profiles that always set your capital to X name and your Flag Ship to Y name would be fantastic.
Its more like the 'combat' strategy techs that you could switch between, IE ground Warfare, Air Warfare, Defense... it cost money to invest in one, and time to switch it to anything else afterwards, but it let you enhance one strategy over others for a cost. What Ron was suggesting is more like how the leveling works, but more general; instead of choosing between abilities it would be choosing between one stat and another per unit group or perhaps your entire empire. Its not a
Which is probablly smart of the AI; they are just not really viable on the front line
PS- dont get me wrong; you were overall quite screwed, and 3 FFA is rarely going to be a balanced experience. I try to avoid it in board games too; but I still feel it was better than no game at all wouldn't you?
Which you could have avoided via discussion bribes etc. instead you had a fight with Happy over territory and you sicked a nasty pirate fleet on me. You had a Dunov and some frigates... you were adding some over time; had your cannons been up front I would be getting shot as I ran past them as well as by your mobile forces; the LRMS would jump in out of range perhaps; but your mobiles can go straight at them with ease; while my sad front ships swing around; perhaps bypassing the system,
Frankly I think the Ceilo shield restore should be the tech for the Hoshiko, and give the Ceilo targetting ability a more general effect to the fleet; and give the Ceilo the timed explosive abillity as a upgrade. Their roles would be better suited this way; the Hoshiko can be upgraded to be the ultimate fleet restore/repair ship; while the Ceilo is basically a 'Commando' Cruiser, all around deent, with a nice bonus to regulars and the ability to quickly take out a building or two... IE
that has just about nothing to do with this topic...
Yeah if you cannot afford/get Hangars though Ron you may want to place those cannons forward more... I don't think you enjoyed me simply sitting outside of range waiting for you and blasting away with LRMS for fun. By simply sitting outside I could wait for your mobile force to come to me, or just go around and leave going deeper... reinforcements changes the battle of course; but defenses should at least get to fire. But thats me; my defense is 3-5 turrets up front; backed up
I like the idea for an advanced gameplay option. It would shake things up to discover new lanes... though i don't think it should take too long, just have it be a tech you research and then perform an ability in system using Allot of anti-matter... that ought to slow total exploration down a bit.
You didn't read the post well; half the asteroids have more than normal resource asteroids, your home base has 5 alone, and many of them have pirate loot if you explore. Also I should have mentioned you start with roughly double money 2000 Creds, 600 Metal, 200 Crystal ... Why rapid share? Well Ill post tomorrow with a link
Hi everyone; so this is my second map: The Badlands; The Star of Tortuga is a vicious hive of scum and villainy! All of your homeworlds are modified pirate bases; with 25 pop, pirate loot,a bit more logistical slots (up to 20 with upgrades) and 5 resource asteroids! (3 Metal and 2 Crystal). The map has 3 planets, an ice on a faraway spiral arm accessible to one player only; but further out from the ice is its own angry Pirate Base; Darkside Only accessible from the Re
hmmm thats disconcerting, but the only units I would do this too are the Cobalt and Flak frigates. Granted the Cobalt has a wonderful ability later on, but that is a small sacrifice.
great idea
Ah well fair enough then.
... why? if they were a regular asteroid you get the same tac slots + more resources?
It is quite effective to run a blockade system with 4 Krosovs, and say 10 Cobalts, maybe some LRMS and simply run two systems deep kill a planet and then find a new way out killing more planets.... have 3 fleets like that... Psssh you don't really need to fight the main enemy fleets if you just kill his planets.
Ah so some play testing yielded a small change, too little population for a good quick match, so the Pirate Home has 25 now instead of 15 and upgrades to 50, for 250$ less. Notably a wierd error came up with the Akkan and a dead asteroid... something about ability 0 and upgrade menu cannot overlap? Wierd.... might take out dead asteroids if it persists, it didn't crash the game though.
4-6 is a magic number for going in quick and killing the planet and leaving. They are excellent as is, you just have to micromanage them to much... an AI problem. Though i agree mines should be weaker.
Well that would be awesome... here is a pic of the map called 'the Badlands' everyone has a pirate base for a home system, which has 5 resource asteroids... notably the map uses allot of random planet/asteroid choices... every asteroid is actually a random choice of 11 possible designs I made, some have more asteroids some have less then normal, some have the magnetic cloud or plasma storm abilities, all have a chance of having pirate booty found on them! Some absolutely have high or low gravity
Something akin to that would be a kickass feature for fighters/bombers
yeah Im pretty sure if all the files are correct it will work. the only file that needs changing is the game scenario and everything else is Adding Files... not too big a deal.