Daishzen

Daishzen

Joined Member # 2845873
1 Posts 0 Replies 629 Reputation

I'm not sure if this is a bug or not but it seems odd to me that both the desert and volcanic worlds start out being the two best places to put static defenses, yet when they are fully upgraded, they have the same number of slots as a terran or asteroid planet. Also I saw a post earlier that mentioned that Volcanic planets had the most tac slots, so I'm assuming that this was the case at one point.

5 Replies 17,381 Views

I don't want an endgame ship that trumps all else, I agree with you that that would kill the game, but what I would like is for the Marza to be able to stand up to more fire and deal more damage with its standard weapons.

12 Replies 28,751 Views

@Advalary I'll grant you that each cap ship has various uses in combat and that they are all effective, but that doesn't change the fact that for gameplay reasons the cap ships need to be more differentiated in price and effectiveness. For example, I don't care how many liberties have been taken with ship classification, a Dreadnaught should still be able to take any cap ship in a one on one fight even if the other cap ship is a couple levels higher. AS it stands now, I don't even bother build

12 Replies 28,751 Views

@Para True but the problem here wasn't really the AI's atrocious battle tactics, but the fact that it only had something like 1/4-1/8 as many resources as Vandenburg @Vandenburg This happened to me as well, although they AI stopped colonizing even earlier in my game because I had two Ai's and they stopped colonizing for all intents and purposes as soon as they found each other. The comps still colonized a few worlds every hour or so, but I had half the map locked down before they even built

2 Replies 3,855 Views

I don't have a problem with ships turning in a cinematic feel, but if a ship isn't moving in the first place, and I tell it to make a 180 and move somewhere else, why should it go half again the distance in its original orientation before managing to head toward where I want it to go. I would think the captain of said ship would be smart enough to say "hey lets save some time and use the maneuvering thrusters to turn before we engage engines". Besides the gameplay reasons, a "cinematic feel" d

32 Replies 21,049 Views

@advalary that seems right to me, but I think what we're all wondering is why (for gameplay reasons more than physics) a ship that is standing still has to move to turn towards something that is behind it why couldn't the ships simply rotate to face the objective and then start moving once they were reasonably aligned with it. I can't count the number of times i've lost a ship because it moved from a standstill to follow an order that I gave and moved to follow the order and wound up in somethi

32 Replies 21,049 Views

I realize that this is a beta and that there are fewer ships/structures in this version of the game than there will be in final, but it occurs to me that a few more defensive structure options would be useful. For instance the gauss platform is decent but is only usefull in large concentrations which are easily avoided or taken out with long range ships like the LRM Frigate. Hangars are great but don't have any intrinsic defensive abilities or weapons although the fighters they launch can and

0 Replies 9,291 Views

I've seen this as well, and what it appears to be to me is that the drive trail increases in visibility with the size of the ship, i.e. cap ships' drive trails are seen further away than cruisers which are visible further than frigates. Also there is an option to change the drive trail detail and I think visibility in the options of the game, I think its Graphics but it might be Game.

4 Replies 12,767 Views

I recently finished a game in which I finally used more than just a few capital ships. After this novel experience a few aspects of Capital Ships caught my eye. First they are all the same price. Second the Marza Dreadnaught isn't much of a Dreadnaught. Third the Sova has Missile turrets and yet it fires lasers. The capital ships need to be more varied especially in price since they each have different strengths and weaknesses, and lets face it, a dreadnaught should cost a hell of a

12 Replies 28,751 Views

No it was uninhabited, my arcova had jumped out like less than 10 secs before the ai asked me to go bomb the planet back to the stone age. my scout was the only ship in the system and the system was uncolonized.

25 Replies 6,400 Views

Two things FIRST well, i continued playing my game, and noticed sometime after I had acquired over 200 fleet points, the problem fixed itself, I think I was at 220-230 fleet points. I'm thinking that this might just be a problem with early game computations, or maybe it is a problem with the planets giving less output the further away they are from the home planet; i.e. when my planets are 3 jumps or so away from home, the reduction in fleet point production isn't enough to bring the

3 Replies 2,101 Views

@Novalith: No you succeeded in being funny, I just forgot that sarcasm doesn't work real well in forum due to that whole lack of verbal communication in the forum thing

25 Replies 6,400 Views

I am flustered by a rather annoying math error in the game. I currently have 158 fleet points with which to play, I have used up 156 of these points. I should be able to build another Arcova scout ship, however the game has decided that the 2 fleet points needed for an arcova do not fit into the two excess fleet points that i have available. Edit:This happens whenever the ship being built would precisely fill the maximum fleet units

3 Replies 2,101 Views

What is actually happening is an advanced AI ploy. They want you send your fleet all over creation so that their secret ally can come bomb your homeworld... so yea, it's a "feature" Thanks just wanted to be clear on that.

25 Replies 6,400 Views

Just wondering if the AI could be improved so that it doesn't ask me as an ally to go bomb an uninhabited planet or defend a planet that is not in fact under attack. Also can the notification for an enemy/ally scout vessel arriving at my planet be changed so that it doesn't make it sound like the planet is about to come under attack. I mean those Arcova's aren't exactly heavy hitters.

25 Replies 6,400 Views

I was just noticing that after capturing a planet that players structures continue to take up logistics points from the planet, This is fine, but I would just like the logistics info (either from hovering over the logistics button or the planet) to tell me that x amount of logistics points is being used by another player's structures.

0 Replies 1,458 Views

I haven't used the new mode but I personally would like to be able to manually manipulate the order in which planets/stars are shown in the display so that planets/stars/hotgroups I am interested in can be at the top while planets/stars/hotgoups that I am not interested in or can't do anything with can be at the bottom allowing me to have a command & control system that I can change based on the actions happening in the game. A good example of this is that in most of my games, my home world an

20 Replies 9,191 Views

5. I'm wondering if part of the reason that the AI seems to be stacking huge bounties instead of building ships to kill you is that they are suffering from a shortage of crystals like I usually am. Money is always available in a way that crystals aren't. So it takes the only road available to it with the hyper amount of money it has and lack of crystals. I have no idea of the mechanics of game AI but I thought I would offer my thoughts. That is all. Thanks If

75 Replies 34,233 Views

I don't know if I missed the thread or something, but could we get a thread in the forums or a text file with the update that tells us what exactly has been changed, that way we can see if the fix has actually fixed what it was supposed to and if things that we don't like are bugs or just aspects of the patch that we find disagreeable.

8 Replies 25,541 Views

The problem I have with this is that the empire that controlled the planet can be completely dead, as in no planets, no ships, no anything, and yet the planet still turns to them and then does nothing. Yes I know that in reality culture can outlast the political extinction of an empire but this is a game and therefore some realities need to be unrealistic. The second annoying thing about culture with the new patch (at least I think its new with the patch) is that culture takes the same time to

41 Replies 11,869 Views

Well, I like most of the suggestions that have been brought up in this thread, especially making the pirates think twice about attempting to collect on a bounty without actually affecting the bounty price. But I think that there are two main problems with the bounties. 1)Once the bounty is offered it is in play permanently. I think that a much better way to manage the bounties would be to have bounties be timed based on the amount that the bounty is for. 2) bounties should be offered on specif

75 Replies 34,233 Views

Ok, first of all, some of this may have already been said, but I don't quite feel like looking through all the posts. Formations/Fleets: Formations are an excellent idea but they need something else. So far I have seen people discussing the ctrl+# groups as fleets, unfortunately this is not what they are, they are currently just selection groups that are useful for flipping between groups of ships. The only game that I have seen that did a great job of implementing fleets was co

239 Replies 69,155 Views