Search found 17 matches
- Sun Jul 27, 2008 12:27 pm
- Forum: Suggestions
- Topic: Designing Starbases
- Replies: 41
- Views: 54698
Oops, forgot to check page 2!
I just answerd an old post at the bottom of page 1 - sorry, didn't notice the discussion had moved on.
- Sun Jul 27, 2008 12:17 pm
- Forum: Suggestions
- Topic: "Repulsive is a freebie"? You must mean in MP only
- Replies: 5
- Views: 11016
Repulsive is not crippling in single player
Repulsive is not crippling in single player. You get 6 extra Picks' worth of economic, tech or military advantages that give you the opportunity to let your warships "negotiate" for you. On top of that the AI is so poor that a huge range of race designs can win against it. OTOH I agree with the sugg...
- Sat Mar 01, 2008 12:23 pm
- Forum: General Discussion
- Topic: Achilles Targeting Unit and Structural Analyzer questions
- Replies: 4
- Views: 4213
First, neither ATU nor SA helps you get past enemy shields; so subtract from the beam weapon's damage the amount that's blocked by the shields (if you don't have SP weapons). If you have ATU, the remainder (unblocked damage) bypasses armour and has 3x the normal chance of hitting systems (weapons co...
- Wed Feb 13, 2008 2:21 pm
- Forum: Strategy & Tactics
- Topic: Need pointers on tactical combat techniques
- Replies: 5
- Views: 5091
A few unconnected thoughts: Late game: have the best computers - shooting first is a huge advantage with advanced beam weapons. Always be clear about your objectives for the battle - do or die; or inflict as much damage as possible with minimal / zero losses. Be prepared to retreat and sacrifice und...
- Wed Feb 13, 2008 11:09 am
- Forum: Suggestions
- Topic: Designing Starbases
- Replies: 41
- Views: 54698
The question of which beam weapons are best for SBs is complex. For example the AIs usually neglect shields, but very occasionally one AI goes for advanced shields and neglects armour. In the latter case SP phasors would be best. But: SP phasors would usually be very sub-optimal if the SB automatica...
- Sat Dec 15, 2007 9:00 am
- Forum: Suggestions
- Topic: Reversed battle setup possible ?
- Replies: 4
- Views: 8153
On further thought, starting fleets further apart might require changes to the way missiles behave. At present a beam-armed fleet gets within shooting distance of its opponents in 1 move. If the fleets start at opposite edges of the map, missile-armed ships either fire without moving or fire then mo...
- Thu Dec 13, 2007 5:00 am
- Forum: Suggestions
- Topic: Front end to select switches / mods
- Replies: 2
- Views: 6959
Front end to select switches / mods
A while ago I posted about a front-end I was developing to select switch settings from a form. At the time I was using an HTA (Hypertext Application, which runs only in Internet Explorer). For various reasons I now think IE is the wrong vehicle, and I'm looking at alternatives. Before I go any furth...
- Tue Dec 11, 2007 10:41 am
- Forum: Suggestions
- Topic: Reversed battle setup possible ?
- Replies: 4
- Views: 8153
- Fri Dec 07, 2007 5:00 am
- Forum: Suggestions
- Topic: Adjust balance of intermediate and advanced start games?
- Replies: 0
- Views: 11378
Adjust balance of intermediate and advanced start games?
At present I think intermediate and advanced start games are poorly balanced: * Creatives have a big advantage because they get all the earlier techs, and are guaranteed to get Auto Facs, Res Labs and other important early techs. *Prod races get superior industrial capacity, but tech races don't hav...
- Fri Dec 07, 2007 4:24 am
- Forum: Suggestions
- Topic: Reversed battle setup possible ?
- Replies: 4
- Views: 8153
That's an interesting idea, but it needs some thought. In some situations I like to be able to manoeuvre (see my post on ship initiative ). But there are some pitfalls a change in combat must avoid: * It shouldn't make battles too long, especially in multi-player - I've also played Space Empires III...
- Fri Dec 07, 2007 4:10 am
- Forum: Suggestions
- Topic: Make ship initiative system more flexible?
- Replies: 0
- Views: 11438
Make ship initiative system more flexible?
In the current ship combat initiative system, the game selects which ship you use first. But I often want to use ships on the flanks first: in a medium-sized battle I want to keep the middle ships in reserve to attack starbases and ground defences if the outer ships kill all the enemy ships; in a la...
- Wed Dec 05, 2007 9:31 am
- Forum: Suggestions
- Topic: Designing Starbases
- Replies: 41
- Views: 54698
I'm not sure how big a deal designing SBs is. OK, it's frustrating when you see one of your SBs with e.g. Security Stations when you'd rather have Structural Analyzer. But SB upgrades are instantaneous and free, so your SB is usually at a higher tech level than ships attacking it. An SB can usually ...
- Wed Dec 05, 2007 9:05 am
- Forum: Suggestions
- Topic: Balancing home systems
- Replies: 7
- Views: 9960
I don't go in for multiplayer but I find it frustrating that most maps are unbalanced. So I use Corion, but that gets me into a rut. It would be better if maps were balanced but varied. The first issue to to define "balanced". I suggest that we leave HWs out of it as that's a race design option, i.e...
- Wed Dec 05, 2007 8:15 am
- Forum: Suggestions
- Topic: how about a /time switch
- Replies: 15
- Views: 46764
As a former chess player I like the idea of a chess clock - X turns per 1/2 hour of player's time. Someone above suggested that battles should be excluded, but I'd prefer a tight time-limit for battles, e.g. X turns per 2 minutes - it needs to be flexible enough to let players scan opponents and wor...
- Wed Nov 29, 2006 5:24 pm
- Forum: Support
- Topic: Front-end / launcher for v1.4
- Replies: 2
- Views: 2234
limit on DOS command line Raymond Chen, member of MS backward compatibility team for Win 95 & 98, says "For historical completeness: The DOS command line length limit was 127 characters" - but this is in a discussion at http://blogs.msdn.com/oldnewthing/archive/2003/12/10/56028.aspx which I found c...