The_Regicide

The_Regicide

Joined Member # 1869182
4 Posts 288 Replies 15,532 Reputation

Going into Military for just a few techs in the first few tiers (namely, basic weapons, basic armor, horses, early training facilities, first army expansion) is enough, you can get the rest of the warpower through magic and economy bonuses. I never said you should completely ignore military, but military bang for research buck, other than a choice few techs, it's not the most efficient tech tree. Yes, I agree that it is very cool that there are techs for improving military might i

15 Replies 23,650 Views

I find it kind of retarded that the best military comes not from researching the Military tree (for new armor and weapon techs, training facilities, etc.), but primarily from the Magic tree (enchanted new armor and weapon techs, force-multiplier strategic spells, etc.)? And the third tree isn't exactly shabby when it comes to flexing muscles, and it's not just the economic bonuses, but the unit size techs help massively as well. Am I the only one that feels this way? &

15 Replies 23,650 Views

It bugs me that the warg is tech-wise more advanced than the horse, but in the lore of both this game and general fantasy, wargs are used by the more primitive tribes. So let's try to separate the tech tree like so: Husbandry: Enables both horses and wargs. Prerequisite for Mounted Combat. Mounted Combat: Unlocks the Stirrups equipment and Mounted Combat trait. War Breeding: Enables use of the War Horse. Dead end tech. Battle Training: Enables use of the Battl

42 Replies 31,731 Views

[quote who="137" reply="82" id="3152019"] Well, no, if you read the initial post it is. I am aware of your branch of the discussion, although I really don't think that it is possible to balance the pirates to remain effective in combat in every kind of game (long, short, big, small) otherwise. So they should probably remain as they are, although their ships are stronger than those of regular factions in late game. [/quote] There is a way, sure. Make them faster and

85 Replies 216,789 Views

[quote who="OddskiBoddski" reply="73" id="3150553"]Exactly my point. The pirates have been around for a while, making money the whole time. So it would make sense for them to be able to buy good ships.[/quote] THEIR SHIPS HAVE MORE ARMOR, HEALTH AND DAMAGE THAN THE BEST THINGS ALL THE HUMAN MILITARIES CAN EVER HOPE TO FIELD! Good ship != Best ship in the universe. For a pirate, a good ship is something that can catch a trader and shoot something at it.

85 Replies 216,789 Views

[quote who="OddskiBoddski" reply="58" id="3147964"]Again, the pirates would be able to at least hire a good engineer....And not all of them are imminently retiring either, I'm guessing. Plus, seeing as the pirates would seem to have a goodly amount of money from all the credits people give them through bounty, wouldn't some pirates be able to hire away some of these supremely skilled engineers? And also, come to think of it, how do the normal empires get so many of these engineers? A

85 Replies 216,789 Views

[quote who="Fyrstar2002" reply="53" id="3147831"]What does PEBKAC mean? And while we're at it, what does AFAIK mean? [/quote] Problem Exists Between Keyboard And Chair. In other words, the user is at fault, not the program or the machine. AFAIK is As Far As I Know.

85 Replies 216,789 Views

You don't really need to sabotage it. Utilizing valuable and complex crystal-derived fuel to power the shield is also a good idea. Or maybe the shield technology is so incredibly complicated that maintaining the equipment is beyond all but the best of quantum reaction field engineers. Hell, it could even be so that a single shield is worth as much as an entire ship. Pirates are in it for the money, I can definitely see them sell stuff to retire.

85 Replies 216,789 Views

[quote who="Shalkto" reply="50" id="3147728"]well first off reg you have a problem if you are crashing when you turn off pirates...haven't ahd that happen yet. so the problem is between the keyboard and the chair in your case.[/quote] Problem stopped happening with the 5/3 patch. Also, you don't seem to know what PEBKAC means.

85 Replies 216,789 Views

Here's my pirates scaling and bounty effect idea with some minor fleshing out: Average Fleet Supply under 150 = Pirates inactive. They activate when the average gets above 150 Supply, and the first raid counter starts. Average Fleet Supply 150 - 300 = Threat level 1. Pirates have a total fleet equal to 150 supply + 1 for every 100 credits of total bounty. Everyone with a bounty on their head gets a share of the pirate fleet, and this share is equal to their share of the

85 Replies 216,789 Views

[quote who="Emjay86" reply="39" id="3147070"]The only concern with that though is the pirates becoming too powerful... I guess in that sense that is the sole reason as to why they are there though... Its a contraversial decision if its ever made and I can see people going crazy over it. That being said it does make more sense. It would be nice if they were at least able to get something dangerous for example something on the lines of a

85 Replies 216,789 Views

[quote who="OddskiBoddski" reply="38" id="3147014"]If you were a SMART pirate you would probably want to install some armor in case something went wrong....just saying....[/quote] They already have "some" armor, that is the problem. Their armor is better than anything the three greatest cultures of the universe can produce!

85 Replies 216,789 Views

Short answer: No. Long answer: It would make no gameplay or logical sense. For starters, pirates aren't the vanguard of an army, they are not front line troops, if they end up taking fire, something has gone wrong. And the thing that's most annoying about pirates is their ability to tie up a fleet because they're so damn tanky, and can really disrupt your economy by killing planets and trade/refinery ships, but can't really put up much hurt otherwise, not unless the ga

85 Replies 216,789 Views