sully13

sully13

Joined Member # 2419168
4 Posts 6 Replies 71 Reputation

we can add new tags to the xml files, but without developer support they'll be useless. I wanted to post my suggestions, and anyone else can add their own thoughts. Ideally these will be 'relatively simple' to implement, but it's all relative Weapons/Defense: *min = minimum damage/absorbtion *max = max damage *mult = multiplier combined: will allow damage rolls like, 1d6+3 (min=4, max = 9, mult =1) [treat old

1 Replies 2,009 Views

if you roll 5 d4's, you'd get a number 5-20, 1d20 would be 1-20. But your chances of getting a higher number are better in the 1d20 case. This is what I wanted to add to the game. One level 20 weapon versus 5 level 4 weapons -> the level 20 is more likely to do more damage, but could also fail, so add a minimum, so a level 20 weapon does 5-20 damage. Is there any way to do this though? no one mentioned the modding question... What I really want to fix are the way fleet battles work. 5

8 Replies 4,380 Views

Is there any way to set a minimum damage value for a weapon, or absorption for a shield? I know I could add a new xml tag, but is it possible to integrate this into the games mechanics?

0 Replies 1,388 Views

I really want to set a minimum and maximum damage/absorbtion for weapons and shields. Is there any way to do this? I'm sure I could add an xml tag to specify both, but I have no clue if this could be integrated into the game engine

8 Replies 4,380 Views

Exactly (to no118). I thought of one more addition as well, if you have a level II carrier mod, maybe it reduces the logic points of everything it carries, so you can make even bigger fleets. I don't know how everything would be adjusted cost/size wise, but it'd be a fun option to toy with.

38 Replies 31,062 Views

I've thought more about this, and come up with what might be a better solution to the technology and shield issue. As technology increases, it's base damage or protection should also increase. As is stands now, a level 1 does 0 to 1 damage, where as a level 10 does 0-10, and since you only roll once, half the time ten level 1 weapons will do more damage than a level 10 weapon. This does not seem fair, especially not with shields. A really high technology shield should defend better against level

10 Replies 5,368 Views

I was trying to fix the not using shields problem. A fleet of weak fighters will destroy most shields, so expensive shields are not really worth the cost. By making each level go up exponentially, the advantage to having a bunch of weaker fighters is reduced when facing better defense. My logic was this: Say a gun can do 1 damage, and a cannon can do 5. That cannon could blow a hole in a strong wall, say with rating 3. But, 5 guns, which can do 5 damage total, should not be able to do

10 Replies 5,368 Views

A terraforming starship module sounds awsome. It can upgrade any planet by 1, but it costs more for the initial terraforming event, drops, and then increases exponentially as the planet quality increases. (#877) The tabbed build menu would be great (with lower techs),. Using tidal disruptors late in the game has you waiting a few hundred turns for an industrial sector to be built, it'd be nice if you could choose a more basic factory first. OR - rename the land structures s

894 Replies 378,793 Views

The idea wouldn't be hard to implement, if a concession was made. Have the 'Carrier ability' be a module, that you add to a larger ship. It would allow any smaller ship added to it's fleet, to move at the speed of the carrier and use it's range. If the carrier dies the ships use their own speed, unless they're out of life support range, and then they suffocate and die after the battle...

38 Replies 31,062 Views

I know everyone has their ideas on improving the combat system, so I'll throw mine into the ring. Initiative order: Tiny ships should attack each other first while the huge warships volley back and forth. Have ships target their own class first, then choose another one. Hull Size: A small agile fighter will be hard for a destroyer to hit, but that same fighter can't do much to damage to the larger ship . When attacking a smaller ship, the chance of missing should be greater

10 Replies 5,368 Views