I meant simply chronologically, not quantitative or so. Quite in line about the lucky events probability as a main theme of topic.considering quality work that LB has done.
Search found 134 matches
- Sun Sep 13, 2015 1:59 pm
- Forum: Game Modifications
- Topic: Increased and new monster events
- Replies: 17
- Views: 28205
Re: Lucky events
- Sat Sep 12, 2015 7:38 am
- Forum: Game Modifications
- Topic: Increased and new monster events
- Replies: 17
- Views: 28205
Re: Increased and new monster events
You're the best that happend to the Game after Lord Brazen, man.
- Tue Sep 08, 2015 11:09 am
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10n
My point was that you would pick negatives to improve your race. Otherwise, if you pick negatives and your race becomes weaker, there is no point in it. That is the relationship between positives and negatives. If -Cash is valued at -1 and for that pick you can get Ground Combat +10, it surely is a...
- Mon Sep 07, 2015 7:43 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10n
To stay with your example, if max negatives are indeed -10, then -pop, p-1, -cash, low-g would all be valued at -10 and undervalued. Thats quite incorrect, no matter the positive picks ratio. As long there is a possible need in using negatives in the mod - their relative weight have nothing to do w...
- Sun Aug 30, 2015 4:08 am
- Forum: Game Modifications
- Topic: Defensive & Offensive Combat Values
- Replies: 9
- Views: 12257
Re: Star Base Fleet Offensive Bonus
Well, many stuff from Gontzol Guide wasnt "empirically observed". Just it was generally good for its time, as also many stuff there was correct, and it generally shined amid various fan "guides" of the time. As it had a good correct\wrong ratio compared to them.
Great stuff as usual, man.
Great stuff as usual, man.
- Tue Aug 25, 2015 12:38 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
Rocco, that guy is just some troll, why you feed him here?I think repulsive was not low enough in picks as well as some other negatives no one would use
- Fri Aug 21, 2015 11:13 am
- Forum: Strategy & Tactics
- Topic: Androids and Spy dynamics
- Replies: 9
- Views: 10296
Re: Androids and Spy dynamics
Then about "The more fresh tech he have - the better it works." Sometimes I can have this impression too, but I am not convinced this is really the mechanic. Say an opponents group of techs is 'A' and the subgroup of techs that I have is 'B'. The techs that I do not have are 'C'. I assume that, if ...
- Fri Aug 21, 2015 6:30 am
- Forum: Strategy & Tactics
- Topic: Androids and Spy dynamics
- Replies: 9
- Views: 10296
Re: Androids and Spy dynamics
Still waiting for Illuminatis to appear in the tread. Had to re-read the OP a few times, to ensure there was no.
- Wed Aug 19, 2015 3:07 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
If you spend more energy attacking and defeating a nearby empire, rather than expand into territory you have within range, it is certainly possible to end up in a worse circumstance of empire size. I've done it before. Rather I can expand into that fertile soil and steamrole that neighbor a bit lat...
- Wed Aug 19, 2015 2:39 pm
- Forum: Strategy & Tactics
- Topic: Icemod: What's your most powerful race design?
- Replies: 13
- Views: 18516
Re: Icemod: What's your most powerful race design?
Be careful with such questions, as they show that you just post and dont read. Say, that means what some of your other questions could been answered long ago too.How do you guys play multiplayer these days anyways?
- Wed Aug 19, 2015 2:05 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
Most games I did end up with deuterium, but there were some where I have 3-4 good systems within range 3-5 in a tight group. In those games I would get tritanium and be unassailable early on while I turned that tight pack of systems into a strong starting empire. I didn't need the fuel cells becaus...
- Wed Aug 19, 2015 1:51 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
With 3 parsecs - player wouldnt be able to navigate with non-extended tanked ships at start at all in 95% of cases on a "non-broken map" (large or huge size).I could of sworn they were 3 and 5
- Wed Aug 19, 2015 1:19 am
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
Not true. We are talking about Icemod, not vanilla. Standard and Deuterium are 4 and 6 respectively. Or, 6 and 8 for extended fuel tank range. If I could reach enough systems in my empires "embryonic" stage with standard cells, I would get tritanium to turtle up my empire while I grow in rich lands...
- Tue Aug 18, 2015 10:53 pm
- Forum: Game Modifications
- Topic: ICE 24
- Replies: 128
- Views: 1127920
Re: ICE Mod 10l
That was always the case with Deuterium. And surely it can go same way with Iridium etc under proper environment.Fuel cells were already great picks, but now I absolutely must pick deuterium and Iridium fuel cells. It's like the other technologies in those field don't exist now.
- Tue Aug 18, 2015 9:28 pm
- Forum: Strategy & Tactics
- Topic: Playing on Strategic?
- Replies: 28
- Views: 31127
Re: Blitzing in Strategic
In vanilla I used to overwhelm starbases with quickly constructed space academy trained destroyer fleets with Warlord in the beginning of the game. Good point about warlord actually. While its pretty sub-par in Tactical, it could have completely different effect in Strategic (same as with other com...