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May 21st, 2008, 03:25 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
Quote:
Randallw said:
I recently played a game with temporal tech. Keep in mind this was with the Devnull mod, and we're still working on it since temporal is apparently unbalanced.
1. Temporal spaceyards in stock have faster contruction I think. In Devnull we have had an enhancement facility that increases the rate by a percentage.
2. There are temporal sensors that let you detect cloaked ships, much as with psychic sensors.
3.There might possibly be facilities that let your people do stuff like take vacations, making them happier.
4. There's a bunch of weapons that use temporal tech. Strong normal weapons, direct fire that ignores shields, direct fire that does 4x damage to shields, torpedoes that age armour (I'm not certain that one is stock), and something that increases the enemies reload time. I've never figured out what use that last one is as it seems to work in miliseconds, and increasing you opponent's reload time by 1/4 of a second, if you're lucky, seems pointless.
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So for 1000 racial points, I get a better Spaceyard, better sensors and some weapons?
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May 21st, 2008, 04:03 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
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Re: Random Questions
You also get a facility that increases your combat accuracy for all ships and units in a solar system.
In the Balance Mod, TSYs can outproduce normal SYs by 50% at max tech.
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May 22nd, 2008, 01:47 AM
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Shrapnel Fanatic
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Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
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Re: Random Questions
How do you shoot a pink elephant?
How do you shoot a gray elephant?
How do you shoot a blue elephant?
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
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May 22nd, 2008, 04:59 AM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
I'm at version 1.66 right now, but I don't want to patch up to 1.71. Will there be any problems with the balance mod if I do not patch up?
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May 22nd, 2008, 05:28 AM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Random Questions
I have a 1.66 game with BM 1.13. I don't see any problems, apart from for some reason if a carrier is destroyed it drops all its fighters in the sector.
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May 22nd, 2008, 12:08 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: Random Questions
Quote:
Randallw said:
I have a 1.66 game with BM 1.13. I don't see any problems, apart from for some reason if a carrier is destroyed it drops all its fighters in the sector.
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If the fighters had been launched in combat, and the carrier died... then the fighters are still in space with nowhere else to go.
If a carrier is just blown up unexpectedly (intel op, random event, or whatnot), the unlaunched fighters should go up in the blast.
How did your carrier die?
__________________
Things you want:
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May 22nd, 2008, 10:00 PM
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Major General
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Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
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Re: Random Questions
It works like this.
My enemy sent a colony ship through a WP. I destroyed it. The colony ship had a fighter bay and 16 fighters onboard. in the brief battle one was launched (1 bay). in the next turn the other 15 fighters, which never launched, were dumped on the wp and fought by my fighters.
I noticed this strange event and tested it in the simulator. a freighter with 1 bay and 50 fighters will die, launching maybe 1 or 2 fighters. The other 48 fighters are niow listed as existing when the simulation ends, and if you restart it, will be massed in the area the freighter died.
So now I, and I wouldn't put it past my enemy to do likewise, build freighters with lots of cargo space, and one bay (you need at least 1 bay for it to work). The ship will die, but then it drops 50-60 fighters on the wp.
This is 1.66 with BM 1.13. It seems a bit buggy, but nevermind we can both use it equally. It just adds an interesting change to war plans.
Edit: I just remembered he used it too. He dropped 41 fighters on my side of the wp that then flew off across the system, avoiding my 60 fighters.
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May 24th, 2008, 11:11 PM
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Corporal
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Join Date: Jul 2007
Posts: 115
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Re: Random Questions
Is the distribution of ice, rock and gas planets equal in a bm +FQM game? I've noticed a lot more gas planets than rock and very few ice planets.
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May 25th, 2008, 12:45 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: Random Questions
Yes, all 3 types are more or less equal.
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May 22nd, 2008, 11:50 AM
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First Lieutenant
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Join Date: May 2005
Location: Outter Glazbox
Posts: 760
Thanks: 12
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Re: Random Questions
Narf, too easy...
How do you shoot a pink elephant? With a water gun. The pink paint runs off as we all know elephants aren't pink. The elephant turns to gray, it's natural color.
How do you shoot a gray elephant? With a rubber band on it's trunk. The rubber band get stuck on the trunk and the elephant (not being able to breath) turns blue.
How do you shoot a blue elephant? With a paint gun. Use pink paint and no one will ever know you shot it in the first place.
See, AND you only need one elephant this way!
Any questions  ?
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