Pierpoint

Pierpoint

Joined Member # 2367030
2 Posts 67 Replies 405 Reputation

I'd rather see it based off of the hulls base size since you are making more room in the ship, not making the ship bigger with the mini techs. Just because the amount of space availble in a ship goes up doesn't mean I would have to add more armor to cover the ship, which is what the size mod currently does. I totally agree with that. The whole p

38 Replies 19,348 Views
Reply to Why be good? in Game Talk

Because women want the good boy. Wait a minute, no they don't. I must ponder this further ... Actually, the few times I've played good (I'm usually neutral) I've often ended up being attacked by good / neutral races because I neglected my fleet too much. Most unfortunate.

59 Replies 31,622 Views

Hah, I did the first campaign mission with dread lords (version 1.2) in it on crippling and it was easier than when I played it the first time on normal. Not only did the Drengin / Yor not build ships with weapons, but the Dread Lords themselves never did anything. I actually had unarmed ships sitting around their one planet (they never expanded) and those ships were never in danger. All of the enemies got steamrolled over and I finished the mission without losing a single ship. Weee. <b

15 Replies 9,021 Views

Personally, I thought 1.2 more or less solved the transport problem for me. I lost my first game on crippling (stop laughing, there were only 3 or 4 habitable planets in my quarter of the galaxy on a medium / abundant map and that's counting Earth and Mars). In any case, not only was almost every transport well defended and placed in fleets with multiple combat ships, but the Yor were very quick to actually invade planets once they cleared the way to them. Maybe I'm just (un)lucky that way.

11 Replies 14,179 Views

Also, just in case there's any confusion, military starbase bonuses also apply to ships orbiting planets within the stabase's area of effect (or at least they do in 1.2).

8 Replies 5,046 Views

Some people just don't understand that they have to suspend disbelief to play a game. Whoa, whoa whoa ... are you telling me I can't build an aphrodisiac that will let me reproduce 50% more often?!

31 Replies 21,031 Views

I think what you were saying for multiple weapons was right. That is: the first weapon fires and is defended against by all of the enemy defenses (or square root of defenses, where approporiate) and then the second weapon fires. This is why I think putting multiple weapon types on the same ship is not a good idea, since this lets the enemy ship defenses be used multiple times against the same attacker instead of only once. I also checked a few of your results, and they looked right on

2 Replies 4,577 Views

I agree with most of that. Another thing I'd like to see (I'm assuming it's not in, but I haven't checked the last few patches) is the ability to see a planet's tiles/bonus resources before you colonize it. I'm always worried when I get one of those ethical questions immediately after colonizing that I'll do something like take the evil hit for a big research bonus on planet that I may never end up building a single research lab on. Maybe this could be tied in with orbiting ships aro

10 Replies 7,033 Views

When you launch ships and "create fleet" at a planet, don't they then defend that system as a group if the planet is attacked from any tile around the same planet? If that's not the case then yikes~~~ Nope. Fleets only defend the tile that they're on, no Civ3-style opportunity fire or bombardment on adjacent squares. The only way to defend a pl

26 Replies 16,749 Views

As far as I know, it's not a bug, just the implementation is a little weird. Based on when I've played around with race stats in the past, you lose those extra bonuses if: a) you spend points on one of the categories where they have a free bonus (the old bonus will be replaced with the bonus you just spent the points on) b) You spend more than the number of points that were originally spent on the race when you started changing it. For example (and if I remember correctly), whe

19 Replies 11,728 Views
Reply to Starcraft Mod? in Modding

The terran units were probably arbitrary classes. I mean we know that they had more than one class of spaceship, probably BBs, CCs, and DDs. Also find it hard to believe they wouldnt use carriers. I seem to remember the description of the terran battlecruiser in the Starcraft manual saying that later models could, in fact, carry a few squadrans o

8 Replies 8,944 Views

I had considered something like that myself at one point: "Hey, if I just put one troop module on each of my ships, they'll still be pretty effective in combat and I won't have to worry about escorting them or having the computer wiping out a stack of undefended transports. Plus, all of my fleets will always be able to invade." Problems there are: (1) any ship you lose now will also mean losing troops. True, you are spreading your eggs into more baskets by diving your soldiers among

15 Replies 10,479 Views

Do you happen to know if influence starbases can be used to increase the influence of your own planets? Influence is still a bit of a mystery to me. I've had games where I've tried surrounding planets with influence starbases and it still took them forever to join me or didn't join at all (an no, they weren't Yor planets). I've also had the one

10 Replies 3,048 Views

I'll take a stab at these: (1) No, manufacturing/research points don't scale with the population. The maximum amount is determined by the buildings on each planet along with any planetary bonuses (from economy starbases, etc.). These maximum values are then affected by how you are dividing up your spending between military/social production and research (those slider bars in the domestic screen). (2) Right. I think in terms of taxes you'll see more benefit from adding more m

10 Replies 3,048 Views

Yes I really dont like the way you can update your ships 'on the fly'. There must be a rule added that they have to be within a certain distance of a starport or something similar to be upgraded. Call me crazy, but I thought the time it took to upgrade a ship depended somewhat on how far it was from a friendly planet/starbase. I remember playi

14 Replies 21,568 Views

this is with IE 6.0, so it's not some firefox thing... but maybe it is browser or browser version specific? After taking a quick glance at the page source, I'm going to guess the smiley stuff is a Javascript thing, and Javascript has a ton of happy little inconsistancies when it comes to different browsers and versions. IE also has a fun habit

14 Replies 4,364 Views

2) What is the highest AI level that doesn't cheat? My understanding is that the AI plays its "best game" (using all available algorithms without having any bonuses that the player doesn't have) at Tough difficulty. Anywhere after that, they start getting bonuses.

44 Replies 78,199 Views

I played Eve for around 10 months ("Breuer" in the remote chance anyone recognizes the name). While I really liked it at first, as others said it got annoying after a while. I think I would have liked it better as a single player game because: * this would have allowed some of the more tedius elements (MINING!) to be automated * I wouldn't need to be playing the game constantly to stay competetive in the market and things like that (or find that my station had been popped while I was

17 Replies 8,653 Views

+Trade with other races. Definitely. Trade is usually what initially gets me making a profit. As in, without it, my expenses for ships, espionage, etc. would just about equal my income. Feel free to plop down some economy starbases with trade modules close to the planets you're trading with if you don't expect to be fighting any wars with a

24 Replies 13,813 Views

I like the carrier idea, not necessarily for the carriers themselves, but rather because it gives you a reason to mix different ships in your fleet. As it stands now, my fleets are all made up of copies of the same ship to take advantage of having the same speed, etc. One fleet of all the same tiny class ship, one of all the same medium class ship, etc. Not terribly exciting. Does anyone mix up the ships in their fleets at all?

15 Replies 11,534 Views

I thoought the British got their asses handed to them in 1812. They landedand the had WAY mor troops than we did they lost allot of their men, but we oly lost 18 men due to "Lay of the land". I did a little fact-checking and came up with this (not that I'm suggesting wikipedia is necessarily the best place to go): <a href="http://en.wikipe

123 Replies 150,063 Views

Alright, alright, let's not go fantasizing about slaughtering our allies with weapons from 150+ years in the future (from revolutionary times). Let's also remember that the British did a nice job of torching the White House and the Capitol during the war of 1812 after kicking our butts outside of Washington.

123 Replies 150,063 Views

really dude, any improvement to moving ships to attack enemy then squinting to watch it bobble about like a limp fish in a tank and just - watch: would be better I agree with you there. Generally after I see one of my ship classes in battle (just to make sure it performs alright against opposing ships), I turn off the combat viewer all togethe

55 Replies 23,852 Views

If tactical combat were to be a feature in a future GalCiv, I'd also probably be in favor of more limited control, rather than the control each individual weapon on every single ship as in something like MOO2. I've seen Rome: Total War mentioned a lot in these types of threads as an example of successfully blending turn-based strategy with tactical combat. Personally, I found the battles in that game more annoying than anything after a while. Basically the same thing all the time (a

55 Replies 23,852 Views

I agree with Jude's customizable starting list idea, although it'd probably be a little tricky since you would not only have to pick the buildings, but also which tiles they should be built on. I suppose you could just have them placed automatically in what are the best squares (first factories go on squares with production bonuses, etc). But there would probably be exceptions, such as you may not always want to build a farm on a square with a +300% food bonus, as that might give you too much

8 Replies 6,926 Views