Casorian Emperor

Casorian Emperor

Joined Member # 2572007
1 Posts 17 Replies 6,948 Reputation

I hope the devs swing back the other way and let Armor offer some minor protection against beams and missiles. Early on, when ships are small, it is nice to at least have some ships with armor that can have a chance to stand up to a variety of other small ships. I tend to expand very rapidly and spread my colonists far and wide, so it is hard to know who might attack me first and thereby build ships appropriate to their favorite weapons. While I might specialize my defenses later on, or even

51 Replies 207,680 Views

With the new Beta 5.2 now available as opt-in, I am wondering about what the current situation is with weapons and defenses. How do missiles, beams, and mass drivers compare to each other? (In B5.1 it seemed my survey ships were firing their mass drivers twice as often as their missiles and beams. Is this correct?) How do the three defenses work against the three weapons? Sure beams are good against shields, but do armor or point defense help protect against beams at all? Same

15 Replies 20,085 Views

We need MORE MAP COLORS for Custom Races/Factions! Currently Beta 5 only has 15 color options under Map Theme. I am nearly done creating 25 custom factions to join the 8 standard factions for a total of 33, so I would love to have 33 different shades to help me discern which territories on the map below to which faction. For now, many colors will be used for two or even three factions. I hope this is an easy item that can be included in the next patch. We could also use more emb

32 Replies 41,338 Views

Great ideas guys! The states/provinces/theatres concept looks like a rich gold mine of possible improvements to help those of us who like to play on huge maps and create really large empires. I especially love the patrol the borders of a state idea.

52 Replies 209,433 Views

Thanks Franco! I suspect you are right, late March has slipped to April. Too bad, I am so eager to get B5, but when I saw the invasion screen was still under development, I thought they will not hand this build to QA just yet. Funny, we thought the invasion stuff would be in B4. It must be low on the priority list. No real complaints here, just very eager to get my hands on B5!

29 Replies 105,650 Views

If some day GCIII includes stable jump gates, which allow two way traffic to known destination(s), then a military starbase/ fortification might be the foundation of your defense if the other end of the jump gate was in enemy territory. Of course I am assuming some version of a much improved military SB as suggested above. I second the suggestion to have some super heavy weapons available to build on SB since size and energy consumption could be much greater than on a starship. If the game th

30 Replies 137,847 Views

If you would like to continue to enjoy food that you can afford, then I suggest you take the problems related to Global Climate Change seriously. Most of the food crops we depend on do not do well in severe drought or floods. And while the recent winter has been especially cold in the eastern US, it was extremely mild (warmer) in the western US. Climate Change is messing with the usual patterns in the jet stream. It is not about whether your local area is getting warmer in a steady wa

2,913 Replies 9,286,602 Views

Bamdorf: ditto for me. I like to stay ahead in the research race, and even the early levels (+10% and then +20%) of bonuses on the blue research relics can really add up if you are tapping into 2 or more of them. Often my early expansion focuses first on standard habitable planets, once most of those are claimed I shift to relics that I have located and try to get a starbase built by each of them as I am getting the techs for Extreme Colonization and then swing back into colonizing those plan

4 Replies 28,020 Views

When setting up a new game, on the Opponent Setup screen, the choices for each race under Intelligence are: beginner, normal, gifted, genius, & godlike. Does anyone know what specific effects each of these levels of intelligence provide? With Custom Races coming in Beta 5, I am gearing up for a really big map with loads of factions, and I realized another way I can vary the races would be to vary their intelligence. But I want to know what that will actually

5 Replies 20,450 Views

Many good points already posted. Perhaps if colony capitals were required to touch at least two tiles, AND that the player could change the capital location after viewing what was first offered , we could have our cake and eat it too. For those who don't want to have more work to do, they could just go with the location as given. With the must touch 2 tiles rule, at least the capital wouldn't be isolated. But for those of us like me who would probably see a better loca

25 Replies 25,546 Views

In addition, lets make fighters and bombers a new hull class: sub-tiny. Adjust weapons range and damage. They do NOT have FTL drives--too small. Tiny ships are large enough for crews of several members that can go long and far--scouts! Fighters and Bombers would not be designed to leave the tile of their base or carrier module, as they do not have the drives or life support for such long missions. They are only large enough for crews of 1-4 members. I hope these ideas will get added into the

7 Replies 27,999 Views

On an Immense map I had 82 colonies when I got the 3 ships per planet from the practical ideology bennie. Jumped my power rating way above the others and the maintenance was very large. Luckily I had enough income to cover it, but this unexpected cost will shock some players the first time they get it. So this is an "expensive" benefit, literally.

7 Replies 11,507 Views

I am also very interested in seeing how fleets with varying compositions do against each other. Yeah, that may not be the focus now, but I am eager to see it. I hope the game really does have that aspect in it, so that a higher quality fleet (better combo of ships and components) could beat what appeared to be a larger fleet.

4 Replies 36,653 Views