jimmyb2 posted: I believe the overall best improvement for fleet battles is to make them 'real time', turn-based 'tactical', or some other form in which the player totally controls his own ships during combat. I do not like the way the computer fights for me. I would like to be able to decide which of my ships attacks which enemy ship, which of mine try to run away, w
Aerion Istari
Great idea! Whacha think, devs??
Yeah, trade routes are way undervalued - especially on larger maps. Their only practical use is to inprove relations with other races. I don't even bother hardly with starbases to increase revenue. I build them to increase production on my planets. But if a trade route happens to pass through the AoE of a starbase, then that is just gravy. Constructive Criticism: Double the value of a trade route and have the revenue from a trade route on a sliding scale
I agree with everything you said except for the multiplayer. I never understood wanting a TBS game to be multiplayer. The gameplay is uniquely unsuited for multiplayer IMHO.
Why not forego cheat mode and just modfify your raceconfig file for the techs and abilities you want? Hull hit points are affected by your hull technology. Once you advance to a certain level hull-wise, those ships you save all require that technology. So if I maxed raceconfig to give me huge hulls, none of the ship designs I save would be a
We're looking into it, but it's unfortunatly low on our priority list But if you need to design ships with all techs, I suggest playing the "Battle of the Gods" scenerio. You get all techs to start off with, and should be able to design all the ships you can imagine <TABLE cellpadding=8 width="95%" align=center bgColor=#FFF394 class
I use the cheat mode to advance my technologies quickly for ship design purposes. My ship designs evolve over time - as technology improves. By tying my ship designs to certain technologies, the new "modern" designs come available as certain technologies are researched in my games. (FYI: techs I use are engine type and hull size). Plus, having the different visual designs makes it easier to know which ships have been upgraded or not.
Was the cheat mode disabled in 1.2 Beta? My shortcut I had for loading the game in Cheat mode doesn't work anymore - or at least the cheat commands don't work anymore. I need to make some changes to my ship designs and being able to cheat research techs is essential.
IF A XOR B, THEN A OR B Proof: If A XOR B, then exactly one of A and B must be True. Ergo, A OR B must be True. (FWIW, The converse fails when A=B=True.) Therefore, if "today xor tomorrow" is true, then "today or tomorrow" is also true. "today or tomorrow" may admit more states, but that just means an easier question was asked than co
New Race(s) Map Editor More Hulls And Jewelry A threat/extortion option in the diplomacy system (Pay Me Or Die) Fighters/Carriers Turned Based Tactical Combat A More Aggressive AI The ability to specifically select save ship designs to include/import into the current game.
The three main reasons I had prior to the 1.2 release to disband a fleet was: 1> Rename a ship 2> Determine the class a ship 3> Upgrade a ship. None of these things can be done in the Fleet Manager. What good is it?
I think the simplest solution is to create a mechanism where the player specifically imports ship designs into the current game rather than automatically importing ALL existing designs into each game. This will probably satisfy most everyone with what should be a fairly easy code change. As it stands now, whenever you begin a new game, all designs that existing in the "Ships" folder are automatically included in that game. Any designs added to the "Ships" folder after the start of
This has happened to me twice. I only have the most recent debug.err to include. Debug Message: Version v1.1 last updated on: Mon Apr 24 19:03:49 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 5/1/2006, 06:13:04 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: AERION Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.x
In the wet navy, larger (or more correctly longer ) ships are faster because those large ships have what is known as displacement hulls. I don't remember the technical reasons behind it, but basically unless the hull can plane above the water (al la ski boat) the speed of the ship is limited by its length. A ski boat actually skips across the top of the water. That's why a ski boat seems to take off once it gets out of the water and up on th
Tactical Combat gets my vote for 1.2.
It sounds like you're taking the game in the right direction. However, don't you think it would be in the best interest of your paying customers to get the beta in its current state out to production before you start with another major enhancement (re: modding)? It sounds like you're at a perfect milestone to push out code and I'd really like to see the current enhancements and bug fixes in release. Features I'd like to see: 1> Un-obsolete a ship design. 2>
Would it be possible to get a hard copy of the tech tree? I'd settle for an Adobe Acrobat downloadable version if necessary. Without it, it's hard to evaluate tech trades offered to you by opponents.
There was, but it was very buggy and you couldn't remove some components beacusse they woudl reappear. That is why it is the way it is now and I love it. It still stinks when you want to make a really minor change to a ship and have to do the entire loadout again.
I'd like to see a Sandbox mode for building ships. This mode would allow building any size ship (hull and jewelry only) and would export those designs to a file that can then be imported.
What this game needs is a Sandbox mode for ship building. This mode would allow you to build any size ship. I'd like it to allow only hulls and jewelry. The idea would be do design your entire navy and export into a file that can be imported back in again. It would also be nice to be able to Upgrade an existing design without losing all of the non-jewelry parts. Perhaps a checkbox or something.
I've built and saved basically empty hulls and they still haven't showed up in my ship list when I go to the next game.
Basicaly I generaly have 3 speed setups Speed1, theis are usualy my Planet defence units, since the odds of them getting anyplace interesting is non existant, the space is used up by Weapons and armor since obviously if they are protecting a planet I dont need them to see or travel very far and filling any odd slots i
Actually, I've found that the AI races trading techs makes my job easier. In the two games I've played, all of the AI races were all using the exact same weapons and defenses. My missile-packing, shielded cruisers wiped the floor with them all. It seemed like their tech swapping was so rampant, I felt like they were all the same enemy.
Option 1: Open Tech Trading Option 2: Tech Trading to Allies Only Option 2: No Tech Trading Easy to Implement selection at the beginning of the game.
I learned quickly to make sure every one of my fleets have a LRS (Long Range Sensor) ship in them. Generally, they have minimal offensive or defensive capability with offensive being the last priority. I also create some LRS Cruisers with enough offensive/defensive capability to avoid being an easy target though I generally avoid leaving these valuable assets unprotected.