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Topics - JackVonFlippen

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Modding / make privateers / special funds more useful?
« on: September 01, 2015, 11:14:38 AM »
in an effort to try something funny I wanted to play around with my own type of piracy. So i built a few privateer ships and jacked the civilian eco trade ships really high and began playing my idea of space 1800's era trade hijacking.

what I found out was special funds are great! they spend only when YOU want them to be spent! this allows you to build huge ships to the point that your budget that runs off of taxes cant support... thus driving you so far in the negative zone your ships are throwing dust and can no longer do damage and you eco growth Grinds to a hault.

so my question is this... is there a way you can roll special funds into your budget? if not? there should be some way to do so. because this was a heck of a way to play. it wasn't always economical to take every planet the enemy had, but it was to blow up its trade. So I would throw a ship down with some minimal supports in the trade route path and stop trade to his bigger systems / higher tier planets. This was a legit strategy. It forced them  to engage and keep a picket group there. (when the AI was smart enough)

the dynamic would have brought the ship sizes smaller to deal with many threats all over the place. but the AI just had three huge hammer ships trying to keep up with all the theaters of war. Of course I could not stop them with tiny ships but I was effectively keeping them bankrupt, and i have 80 million in special funds that I could not spend on eco growth. so we were effectively both broke. which is dumb.

To me this dynamic did bring more ways to play the game into vanilla that wasn't just Tech up, their up, and scale up then smash. It was bleed them and make them fight it your way. You can still do it as long as you can keep your economy growing along with it. (is hard but i was able to pull myself out of being personally rich to being wealthy and having my empire begin catching up.)

so for future updates or mods... Possible way in the dropdown on how to spend the rollover money could there be a special fund "pay off the deficit" by so much per turn, or as much as possible to be zeroed out? 

2
in an effort to try something funny I wanted to play around with my own type of piracy. So i built a few privateer ships and jacked the civilian eco trade ships really high and began playing my idea of space 1800's era trade hijacking.

what I found out was special funds are great! they spend only when YOU want them to be spent! this allows you to build huge ships to the point that your budget that runs off of taxes cant support... thus driving you so far in the negative zone your ships are throwing dust and can no longer do damage and you eco growth Grinds to a hault.

so my question is this... is there a way you can roll special funds into your budget? if not? there should be some way to do so. because this was a heck of a way to play. it wasn't always economical to take every planet the enemy had, but it was to blow up its trade. So I would throw a ship down with some minimal supports in the trade route path and stop trade to his bigger systems / higher tier planets. This was a legit strategy. It forced them  to engage and keep a picket group there. (when the AI was smart enough)

the dynamic would have brought the ship sizes smaller to deal with many threats all over the place. but the AI just had three huge hammer ships trying to keep up with all the theaters of war. Of course I could not stop them with tiny ships but I was effectively keeping them bankrupt, and i have 80 million in special funds that I could not spend on eco growth. so we were effectively both broke. which is dumb.

To me this dynamic did bring more ways to play the game into vanilla that wasn't just Tech up, their up, and scale up then smash. It was bleed them and make them fight it your way. You can still do it as long as you can keep your economy growing along with it. (is hard but i was able to pull myself out of being personally rich to being wealthy and having my empire begin catching up.)

so for future updates... Possible way in the dropdown on how to spend the rollover money could there be a special fund "pay off the deficit" by so much per turn, or as much as possible to be zeroed out? 

(Edit): Grammar and spelling

3
Star Ruler 2 Discussion / When is a good time to use super farms?
« on: July 23, 2015, 08:44:19 AM »
been watching some youtube vids of the game to improve my play style and noticed people building farms at the start of the game. I usually do it when I run out of food planets. What is ya'lls take on this?

4
first off,
where the heck did all my scripts go!?

and second,

would they be useful anyways due to the changes!?

if not then: has anyone found a good usual setup for  planets? or is GA more customizable than the "3 scripts fit all" kinda of game I got into in SR? 

5
Star Ruler Discussion / question on space with ships and Armor
« on: February 07, 2013, 09:55:19 AM »
I noticed that as I build a ship everything takes a space. whether it be .25 or 4.0

except armor... I can stack Armor until the end of the world... course the price goes up and the mass goes up.  is this a bug or is this supposed to happen?


6
Galactic Armory / C++ RUN TIME ERROR
« on: January 18, 2013, 01:42:52 PM »
I found this game on Steam this week...and I figured I would play with the coolest mod out there.

I showed a friend, so we went to play a multiplayer game of Galactic Armory. He got this the three times we tried to setup a GA game.

he did go through the Vanilla tutorial. so we played vanilla. and it worked, played a few hours and lost horribly to the AI.

we are both running the latest patches and the January 10th 2013 GA patch. 
we both had to add the OpenGL install as well.

anyone else know how to defeat the C++ runtime Error?

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