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Stormhawk

Member Since 06 Jun 2010
Offline Last Active Sep 11 2012 02:45 AM

Topics I've Started

Multiplayer Version Mismatch

11 April 2012 - 04:03 AM

A friend and I are trying to play multiplayer skirmish (space, I know land isn't supported) and we're getting a version mismatch error message. We're both using standard disc-installed FoC, we both installed the same 64-bit patch and PR compatibility download. As far as I can tell, our installations are identical. Any ideas would be appreciated. Thanks.

It's the little things that count

10 April 2012 - 07:46 PM

I've noticed you managed to work in a space station count for each system into the income tab. This is extremely helpful, and a really cool way to get that information into the otherwise very restrictive UI. Thanks for being so attentive to detail.

However, I have noticed the Customs station's description says it increases system income by 50%, but I'm not seeing that level of income increase. It just says Customs: 400 or something like that on a planet with income over 2000.

On that old topic: hardpoints

10 October 2011 - 08:01 PM

One of the biggest things I miss about hardpoints is the preservation of all of a ship's systems until the moment it is destroyed. This is both unrealistic and annoying, when a crippled Star Destroyer is still sending sheets of turbolaser fire at your ships. Obviously, we can't re-instate destructible hardpoints for a multitude of reasons.

However, I seem to remember PR saying there is an "energy" associated with ships, governing how fast their weapons fire and shields recharge. I think this was in relation to a hero bonus that increased it or something similar. Anyway, could this stat be tied into hull strength? So that weapon fire rate and shield recharge would fall with hull health? For example, a ship at half hull strength would only fire, say 70% of weapons and a nearly dead ship would be firing, say 20 or 30%. As well as being much more realistic, this would also really encourage micromanagement of ships (tactical maneuvering) as bringing a damaged ship out of the line of fire and allowing several minutes of repair would simulate bringing damaged weapons systems back online, repairing shield generators etc...

Activating multiple power redistribution powers

01 August 2011 - 02:16 AM

How does this work? Say on an Imperial-II, I activate both power to weapons and power to engines.

Does it split 40-40-20 or something like that?

Edit: Actually, how it it split with just one power active? 50-25-25?