theRetroboy

theRetroboy

Joined Member # 3036355
0 Posts 0 Replies 6,813 Reputation

[quote]For future reference, If you "don't think this petition is worthy of signing", then don't sign it. I can't stress this enough.[/quote]It's nice that you're actually opening the door to people that might disagree. As already posted, shift+click is what matters, and scouts are CHEAP from both resource and supply perspectives. If you wanted to assign patrol routes, they'd be useless half-an-hour of play later after you'd actually conquered those planets, and you could have

32 Replies 35,464 Views

NapalmEnema, now don't mislead him. We all know that space ponies build ships, not unicorns. Hadfield, you can expect to continue to be made fun of you until you do some of the work yourself and READ THE MANUAL. -- Retro

17 Replies 10,257 Views

Actually, no they don't. You can't ever get your own bounty back, only the bounty that other players put on your foe. I'm guessing the reason is that just before invading an enemy's space, you could seriously pump up the bounty to lure a different player in to assault them at the same time, but then you could collect it all back yourself before the AI assault could retrieve any. -- Retro

16 Replies 28,128 Views

Hadfield: each capital ship requires 1 trained crew AND 50 supply. Go to the third tab on the research window to see two rows of research. Research the top one to increase the number of crews that are trained to run your capital ships. Warning: it's expensive. Then research your Fleet Supply in the lower half of the same window to bump up the maximum size of your fleet. Be aware this cuts into your production capability: the first level of research gives you 250 supply, but ALL

1 Replies 2,150 Views

[quote]Why not just make the upkeep scale automatically to the # of ships you have out? So if you drop below the limit of the previous logistics, your upkeep also drops. Fleet logistics would act more like tax brackets instead of permanent upkeep increases. Makes logical sense (less ships, less upkeep), and there's no micromanagement involved.[/quote]Wouldn't that make games last a LOT longer by making enemies have a better chance of rebuilding their fleet? I could see it scaling back

44 Replies 68,101 Views

Heh. Can just see a conversation by the pirates. "Yo ho, yo ho! A navigator. Fresh fer the takin, boys!" "Ah, beggin' yer partner cap'n, but thar's ten more of em." "More booty! It's like takin' candy from a baby, yarrr..." "Cap'n, another two score just jumped in." "Yarr, I knew we should have bought that black market inhibitor. For'ard, boys! Save one or two to walk the airlock plank!" "Cap'n, uh, thar's this here big red blob on the radar.

65 Replies 193,208 Views

No military would create a ship that couldn't spin on its side to bring all of its weapons to bear on the enemy either. Was one of the "suspension of belief" things that goes with most gaming. Astax, HW2 had limited AI driving your vessels when you brought them within range of your enemies. You *could* just drop a fleet off in an area and let it go, and it would win handily if the other player couldn't match its magnitude of forces. But you'd likely win at less cost if you watched that

28 Replies 50,595 Views

I had this mental picture of Johnny Cash singing "I fell in.. to a burnin' ring of fire..." :D This is awesome fun, multianna. P.S. what would be hilarious is an MP match where 10000+ frigates take on 10000+ frigates all one one giant wall of combat. Turn autocombat off, bring them all in, line up the walls, and then turn autocombat on. I bet the framerate would be rather.. uh.. low. :D -- Retro

65 Replies 193,208 Views

Two issues I can see with this: first, your queueing order could get messed up if you order big ticket items and then inexpensive ones. Say you add a 3000money capship to your queue, and then add a couple 400money frigates. You'll raise the cash for the second first - do they get built first and delay the capship, or does the money sit unused until the capship is saved up for? That's a decision the player might wish to have some immediate control over. The second,and bigger problem, is

3 Replies 9,934 Views

bailknight, I'm guessing there's no way those effects can be preserved without any *other* changes to GameInfo, maybe through a separate release containing vanilla 1.04 GameInfo statistics, but only adding in the gameinfo-resident effects you've added? I'm thinking a lot of people, myself, would be really interested in seeing all of the effects, but doing so while still preserving all of the game elements as Sins contains them in 1.04. Is this possible? -- Retro

770 Replies 2,176,924 Views

And Sins doesn't use ugly green font. :D I'd say it really depends on how much "action" you want. Some of the later and larger battles in Sins are quite fun to watch and micromanage. However, if what you really want to do is build a rich, deep civilization where things like diplomacy are stressed a bit more, GalCiv is probably more to your liking. -- Retro

28 Replies 32,209 Views

Yep. Didn't even read the post. Just read the title. Saw the word "MICROMANAGEMENT" in big red flashing letters. Any player playing against AI could just pause the game to issue precise fleet movement orders to any ships that weren't presently under attack, and annihilate the enemy. I'm not an MP player, but I'd bet there are scenarios that are even worse in those games' case. -- Retro

28 Replies 50,595 Views