Vandenburg

Vandenburg

Joined Member # 2454209
0 Posts 338 Replies 10,850 Reputation

Right now, dodging defenses with the cunning use of a shift key is too simple. The only thing you ever have to worry about it is the computer's other fleets. If the planet were able to protect itself no matter what direction I attacked from, it would bring a bit more interest to combat and leave the computer with a little bit of protection in case their fleets are half way across the galaxy. I agree. It's even easier when you use ~ to fly over the planet

88 Replies 19,078 Views

I think they will be added, but add very little benefit to the game, other than more eye candy... I disagree. I can see quite some merit for some true 3D formations. I would love to have a true wall formation, instead of the default line. If you've large fleets, you get a very long line of ships which isn't very tall. This wastes quite a lot of firepower. I could also see the use of a tight pack

28 Replies 9,314 Views

The way I have edited the research in my game files, there are unlimited tech levels in certain techs (weapons, hulls, shields, and the resource structures) which means that even in the late game you always have something to spend your money on, although with the increased costs every level the higher techs get horribly expensive. This is probably terrible for game balance, but it's pretty good fun to have level 20 hulls and laughing as that one AI that didn't bother t

8 Replies 3,583 Views

We are discussing this one internally. For me, it takes away from the sense of discovery. Every planet has been 'tainted' by pirates already. A rare untouched planet would have a really mean something. The downside of many uninhabited planets is the risk of constant colony rush, and fair distribution of these planets. There is likely a sweet spot somewhere inbetween. I am interested in more opinions on this one. Well, I would like it. Currently

13 Replies 4,497 Views

BTW, I played the tutorial but did NOT notice this, so... I'm pretty sure it's not in the tutorial but I'll check again the next time I play It's not something you get to do in the tutorial, but I'm pretty sure it's in the text. Which is imho bad. Everything that is said in the text should also be showed, or being done by the player. If something is just

595 Replies 417,980 Views

I don't think the tutorial goes into that much detail. I've gone through them probably more than anyone outside Ironclad and didn't know that much about the ranges. Imho the tutorial should not only explain those buttons, but also show you how the function. For example, the weapons button: Let the player set it's fleet to: Weapon Range. Then jump in some pirates, one group near the players ships, one group farther away, and one on the

18 Replies 7,236 Views

I bet since you say you get the two confused sometimes it was the other way around. Not necessary so, it sometimes happens that fighters seem to forget their job and think they're bombers. Dunno why, but happened to me a few times.

8 Replies 3,566 Views

turret is on the side only seen it once, and dunno how to reproduce it That isn't really a bug, but it is what happens when a capital ship rams a turret with full speed. Happens to me quite often when I fly trough a gravity well with lots of gauss turrets with a capital ship heavy fleet.

271 Replies 224,832 Views

How long do you think a capital ship could stand against the firepower of 60 missile frigates? Quite long, actually, if I read the files correctly. LRMs are attack type antimedium vs armor capitalship: DamagePercentBonus:ANTIMEDIUM:CapitalShip 0.75 Which would give them a malus of 25%. A LRM does 88 damage per shot and shoots every 8 seconds. 60*88*.75=3960 A Kol has quite large shields, add to this shield

25 Replies 9,910 Views

DamageData ChanceToHitTargetType:ANTIVERYLIGHT CAPITALSHIP 1.00000 INTERCEPTOR 0.700000 BOMBER 0.850000 ChanceToHitTargetType:ANTILIGHT CAPITALSHIP 1.00000 INTERCEPTOR 0.650000 BOMBER 0.75 ChanceToHitTargetType:ANTIMEDIUM CAPITALSHIP 1.00000 INTERCEPTOR 0.1000000 BOMBER 0.1000000 ChanceToHitTargetType:ANTIHEAVY CAPITALSHIP 1.00000 INTERCEPTOR 0.100 BOMBER 0.100000 ChanceToHitTargetT

25 Replies 9,910 Views

anyways, whatever happened to the laws of thermodynamics. Like... nothing? The laws of thermodynamics have to do with energy and the conservation/conversion of it. What you mean is Newtons first axiom, that if there is no force working on a body, it maintains it current norm and direction of velocity. And on to the next question, If the ships are moving so quickly, how do they survive even the smallest of rock

32 Replies 21,145 Views

I've just finished a 100 planet, 1 star game vs. 1 hard AI. I'm blue, the AI is green. I've managed to conquer about three fourth of the system before I've encountered the AI. Even though the AI built some nice fleets, it was unable to resist my assaults, since it just hadn't the resource base I did. I'm wondering why the AI stopped colonizing after about one hour. (There were still empty planets next to i

2 Replies 3,876 Views

Devs have already said they are looking for a cinematic feel, not a simulation feel though (personally I think there should be an option to have it be more cinematic or realistic). Well, I don't really care for a "cinematic feel" if it gets my ships killed because they're unable to move decently. I would love it if the ships could turn on spot, instead of flying headlong into the enemy gauss cannons... even though it is a cinematic death... they

32 Replies 21,145 Views

I've reduced phase lane travel to 35% of the gravity well entrances and I like it a lot more, 45 was too much, 25 was too little. QFT! It also makes gauss cannons better at shooting at fleets that are just passing through. Since they can't just jump out where they've just jumped in if there is a phaselane near to the one they've jumped in.

7 Replies 3,098 Views

Even if just a contested system filter, without threat evaluations, was added to the empire tree, I'd know I'd done the game a great favour. Yes! That idea crossed my mind as I was playing my latest 100 planets game. I would love to have a filter, or something in the options/UI menu which would allow me to only have contested planets in the empire window. Planets which have battles ongoing on the top, then planets which had battles in the last 5

5 Replies 3,188 Views

At this point, I still don't know what the 'supply' value of a ship means. It's not in the tutorial. I don't know what is the benefice of having 'Fleet Support' augmented on the planet (I'm sure it's related). Each ship needs a certain amount of supply points. (A Kol for example needs 40 of them.) Upgrading fleet support on a planet gives you more support points, so you can build more ships <img src="http://images.stardock.com/gc2/T_DL/smiles/Sm

1 Replies 10,566 Views

Especially when the enemy AI attacks you with like 12 of them It's really an annoying voice. I always have to zoom out, or turn down the sound when the enemy uses them... and he uses them all the time... ------------------------- Btw. the mining stations have quite a bad clipping error. <img src="http://img440.imageshack.us/img440/

595 Replies 417,980 Views

At any point in the game you can simply press the pause button on your keyboard. For a long 4X length game this is invaluable. Unfortunately it's quite hard to give orders when the game is paused. As it is now, almost all UI actions you can do don't give you a response when the game is paused, making it sometimes impossible to know if it worked what you've wanted to do.

6 Replies 3,073 Views

It seems like every unexplored system has a pirate fleet that wipes the floor with me. I tried starting a new game with "Marauders Off", and ran into the same situation. Are marauders the same as pirates, and if not, what's the difference? That aren't marauders. Those pirates that you're encountering are just protecting the planets. Use your flagship to clear planets from them. Marauders are wandering pirates that usually attack the player

2 Replies 1,992 Views

I hope I understand you correctly, you used a save game from before the patch? Because AFAIK you can't use save games from before the patch. Patches aren't savegame compatible.

6 Replies 2,699 Views

2. I often found that the alerts, although useful, were coming up too fast for me to really notice them. This doesn't usually mater, but I would like to be able to set alert conditions; for example, have a prominent alarm symbol and possibly noise occur when a specified condition is met, for example an enemy fleet arriving at a key planet. I would love it if there were no alerts for enemy scout ships. They never attack anything anyway and it gives lots o

595 Replies 417,980 Views