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Boring Battles

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12 years ago
Aug 23, 2012, 9:44:23 PM
Shivetya wrote:
Well the energy weapon would have to be dissipating during travel time. We only see "turbo lasers" in Star Wars because it looks cool.




Unless the reason they go slow is to conserve energy and prevent the beam from dissipating. Again, we don't know how lasers work in this game, so we can't exactly nitpick what we see just because it doesn't agree with what we want.



Also, you say we only see turbo lasers because they look cool, but you also said you wanted the ES lasers to be instantaneous because they would look cooler.
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12 years ago
Aug 28, 2012, 10:28:24 PM
Beda wrote:
can you change tonnage there as well?




Indeed, as well as cost.
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12 years ago
Sep 21, 2012, 3:16:32 PM
Beda wrote:
Civ 4 was the last good civ sadly.




Civ V with newest Patches and Gods&Kings expansion is a good 4X game.

The mods "Planetfall", "Final Frontier" and "Colonization TAC" for Civ 4 are great 4x games, too.

Planetfall is the best Civ I ever played, besides the KI is not the strongest for the possibilities the game offers to the player...
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12 years ago
Sep 21, 2012, 1:15:08 PM
Troodon wrote:
I personally still think the battles are awesome. Yes, perhaps a BIT more control would be nice, but the cinematic aspects are really great. I also like how the music synchronizes with the action phases.



Then again.... I haven't bought a 4x game since Civ4 and Rome Total War*



*sort of one.




Rome Total War like all total war games is a grand strategy game with real time combat. Not sure if I would call it a 4x. Civ 4 was the last good civ sadly.
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12 years ago
Sep 21, 2012, 2:29:45 AM
I personally still think the battles are awesome. Yes, perhaps a BIT more control would be nice, but the cinematic aspects are really great. I also like how the music synchronizes with the action phases.



Then again.... I haven't bought a 4x game since Civ4 and Rome Total War*



*sort of one.
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12 years ago
Sep 20, 2012, 8:44:29 PM
I regret to have bought the game because of the battles and will tell this everybody who aks me about the game.

It is a 3x game that way. I really hope for a change and I would LOVE turn based battles.

Endless Space could be a really really big game, but the combat system is its weakest component beside that the exploration phase could be a little bit less static and makes it only an "ok independent" game.

As Keith Turner said in its review on Space Sector: "In general, combat in Endless Space is a big negative for me. Both sides literally line up across from one another, fire one of three weapons that come in a few colors each, and that’s it. Over, and over again."

Keep everything as it is when you like it, but then stay small and do not wonder about players who stop playing it after 10-20 hours.
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12 years ago
Sep 20, 2012, 7:14:01 PM
I was hoping for fully turn based battles...

where you control each ship and it's weapons / systems (with limited no. of ships per fleet, of course).

Anyone thinking you can't have fun that way you haven't played Ascendancy. That's how it's done! Much more satisfying battles! Good times...



Mercifully the devs didn't go the way of Sword of the Stars style of battles. I'll take ES over that any day!
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12 years ago
Aug 29, 2012, 1:01:51 PM
ørret wrote:
What do you think will happen first?

- Null Pointer execption due to Array overflow?

- Total crash due to more than 40 ships not supported by graphics engine?

- Graphical diarrhea due to collision and mixing of ship models because the battle environment is too small?



lol




I am going for all 3 at once!
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12 years ago
Aug 29, 2012, 6:34:45 AM
ørret wrote:
In my imagination it would look gorgeous lol but i dont know waht this would do to the game mechanics.




In my imagination, the worst you would get is some clipping issues, but the game engine should be able to do all the calculations just as well as it would for Destroyers.
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12 years ago
Aug 29, 2012, 6:30:18 AM
Fenrakk101 wrote:
You could probably squeeze 14 ships out of the battle, 16 if you're Cravers, unless I accidentally miscalculated the maximum command limit. If you made Dreadnoughts 1 command point, the engine should still be capable of rendering all 14 of them, the same way it could render 14 destroyers.

Of course, this is a theory, not a practice, so who the hell knows what happens you do 14v14 Dreadnought deathmatch.




In my imagination it would look gorgeous lol but i dont know waht this would do to the game mechanics.
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12 years ago
Aug 29, 2012, 6:27:41 AM
ørret wrote:
What do you think will happen first?

- Null Pointer execption due to Array overflow?

- Total crash due to more than 40 ships not supported by graphics engine?

- Graphical diarrhea due to collision and mixing of ship models because the battle environment is too small?



lol




You could probably squeeze 14 ships out of the battle, 16 if you're Cravers, unless I accidentally miscalculated the maximum command limit. If you made Dreadnoughts 1 command point, the engine should still be capable of rendering all 14 of them, the same way it could render 14 destroyers.

Of course, this is a theory, not a practice, so who the hell knows what happens you do 14v14 Dreadnought deathmatch.
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12 years ago
Aug 29, 2012, 6:24:37 AM
Igncom1 wrote:
Just go to Hull.XML and change the ships command points to 0 or something small.




What do you think will happen first?

- Null Pointer execption due to Array overflow?

- Total crash due to more than 40 ships not supported by graphics engine?

- Graphical diarrhea due to collision and mixing of ship models because the battle environment is too small?



lol
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12 years ago
Aug 23, 2012, 9:40:09 PM
Igncom1 wrote:
Well the plasma blobs they fire are kinda like the turbo lasers from star wars.



Kinetic kill weapons have to move fast, blasters don't because speed has no effect on the damage potential.



If anything they are like dumb fire missiles.



But I still doubt they would have a point to move very fast.




Well the energy weapon would have to be dissipating during travel time. We only see "turbo lasers" in Star Wars because it looks cool.
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12 years ago
Aug 28, 2012, 9:34:02 PM
Igncom1 wrote:
Just go to Hull.XML and change the ships command points to 0 or something small.




can you change tonnage there as well?
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12 years ago
Aug 28, 2012, 9:19:06 PM
Just go to Hull.XML and change the ships command points to 0 or something small.
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12 years ago
Aug 28, 2012, 8:34:56 PM
Indeed, never really messed with them but thats to good a thing to pass on. smiley: biggrin
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12 years ago
Aug 28, 2012, 8:26:41 PM
Beda wrote:
Unlimited Dreads! I now must have such a mod.




The .xml files are at your disposal!
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12 years ago
Aug 28, 2012, 7:14:02 PM
Fenrakk101 wrote:
Then make a mod that removes the fleet CP limit.




Unlimited Dreads! I now must have such a mod.
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12 years ago
Aug 28, 2012, 6:43:23 PM
And battle cards!



Nothing wrong with a card game.
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12 years ago
Aug 28, 2012, 6:38:25 PM
Then make a mod that removes the fleet CP limit.

While the CP limit is pretty low, for my tastes, it servers a purpose. It helps to balance the game, so that a player can't just throw 400 explorer ships at you early on and win, and so that the game relies more on strategy and ship design than brute force.
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