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Re: Null-space weapons vs. temporal weapon
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[ April 18, 2004, 15:09: Message edited by: Spoo ] |
Re: Null-space weapons vs. temporal weapon
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Re: Null-space weapons vs. temporal weapon
Unless you send a cloaked colony ship into enemy territory, along with a storm generator, and create storms over the planet you colonize hoping to God that you get a cloaking storm http://forum.shrapnelgames.com/images/icons/icon12.gif
Of course then the opponent, if he were a human, would sooner or later realize that one of those tiny toxic planets he'd been meaning to colonize sooner or later had suddenly disappeared, and he'd research hyper optics for a few turns, then crush your puny outpost http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Null-space weapons vs. temporal weapon
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Re: Null-space weapons vs. temporal weapon
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But really I'm very happy with the BA ships that designed for them. Sure, they're slow and the AI will need a good time until research the tech to build those ships... but the Crystalline Armors make them hard to defeat and cheap to build. |
Re: Null-space weapons vs. temporal weapon
Tesselate? I'll have to include them in my next game! http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Null-space weapons vs. temporal weapon
one thing i think that needs to be resolved is the cloaking and mine problem.
As mines are developed rather early They render cloaking obsolete rather early. ps. I know this brings this down a different path... but it will go back to temporal soon enough |
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