51

(200 replies, posted in Universal News)

All of you stink :]

52

(87 replies, posted in General)

Meh, France is too easy. You should try a Roman empire revival using Byzantium, those are a lot of fun smile

Although I got really lucky and PU'd Russia just after Moskova had swallowed Novgorod.

53

(87 replies, posted in General)

BBB? What's that?

54

(87 replies, posted in General)

Utrecht -> Netherlands -> World domination, aww yeah!

55

(28 replies, posted in Universal News)

I miss Rogue sad.

Oh and arsy for mod!

56

(22 replies, posted in Community)

Oh dang it, I thought it said arsy.

57

(6 replies, posted in Ideas)

The primary point here is not to have multiple windows open, but to have easy access to previous windows. Might even releave some stress as it'll cost less clicks to get to the desired system!

Moo.

59

(6 replies, posted in Ideas)

Ba-da-bump for ongoing relevancy




Ability to save systems to logs:
Buggering around in Tri, being bored after having been killed off in mafia, trying to play a bit with the new map, I noticed the new map is missing the option to add systems to your log, one that the old map used to have.
I for one used that option a lot, to keep track of movements of others with the timestamp on the log, and to mark certain systems with favorable resource bonusses for exploring. Could be a good idea to add another one of those "log system" buttons?


Ability to open up multiple systems:
Oh and how you cannot open up multiple systems is a pain. I don't know whether it is possible, but could you add the possibility to open systems in new tabs so that one can have multiple systems in different tabs opened up?

Arby and I actually worked out the last idea slightly more:
1[20:34] <RisingDown> what about opening systems in new tabs
[20:35] <RB3> hmm
[20:35] <RB3> i think they want to keep it integrated to 1 screen
[20:35] <RB3> but...maybe we have it popup within the screen itself
[20:36] <RB3> and you would have to close each one, instead of it changing
[20:36] <RB3> that way you could have 5 different systems open at the same time
01[20:36] <RisingDown> hmm I'd honestly prefer the ability to open up new tabs tongue
01[20:37] <RisingDown> having multiple pop ups in 1 tab will quickly crowd your tab
[20:37] <RB3> not if it's done correctly
[20:37] <RB3> right now, there is a sidebar on the right
[20:38] <RB3> so..if you click a system, it will popup for you to see
[20:38] <RB3> but could be posted under the zoom buttons where there is ample space
[20:38] <RB3> so you can click either X to close it
[20:38] <RB3> or _ to downsize, like a normal window
[20:38] <RB3> and when it does, it kicks it over to the sidebar
01[20:38] <RisingDown> hmm downsizing could work
[20:38] <RB3> and you can open them and move them around on your screen at much as you wish
[20:39] <RB3> i wonder if it can be coded that way tongue
01[20:39] <RisingDown> would you be able to pop up 2 next to each other?
[20:39] <RB3> that's what i'm wondering
01[20:39] <RisingDown> move them around like windows so they fit alongside
01[20:39] <RisingDown> cuz that's what I used to do at times
[20:39] <RB3> yeah, but just within the frame istelf
[20:39] <RB3> *itself
01[20:39] <RisingDown> sending out raids to multiple systems, still having to run ground
[20:39] <RB3> and not externally from it
01[20:39] <RisingDown> wanting to randomise, even between systems

60

(346 replies, posted in Universal News)

You all suck big_smile

61

(159 replies, posted in Community)

Wut, where'd the t's come from?!

62

(28 replies, posted in Universal News)

Airwing! How are you doing ?

63

(36 replies, posted in Questions)

Yeah, hypno's are bugged as hell, that's why no serious Pax will ever use them. Ask Wendy if you don't believe me!

The infil thing seems off, has always worked for me in the past.

64

(36 replies, posted in Questions)

I'd use 25% of my wiz on a vision to confirm ES, OH, and other such ops.

65

(36 replies, posted in Questions)

There's ways to test whether you'll succeed at a harder op, by using a smaller % of your agents/wiz with an easier op and see if it gets through. But it's not all a numbers game, luck is a big part of it as well. Especially in hypno's, which is why no one uses that op. Estorms all the way! smile

66

(5 replies, posted in Politics)

We can thank the agricultural sector for this smile And a special mention goes out to the United States!

67

(5 replies, posted in Politics)

Schniepel wrote:

+1
Drivers license takes away a Part of youth. Here u Can get it with 18. Before 18 u slept at parties and had a Good time. From 18 on u drove home and parties became way lese fun


Drinking & Driving? Nope nope nope nope nope.

68

(10 replies, posted in Universal News)

RAWR! Prepare to be shat on.

69

(40 replies, posted in Universal News)

-Kenpachi- wrote:

who I'm teaching how to play have mercy lol


Don't make me laugh.

70

(100 replies, posted in Strategy)

Does this still work with the new attacking page?

71

(28 replies, posted in Community)

I'm flying over! big_smile

72

(2 replies, posted in Ideas)

http://imperialconflict.com/forum/viewt … 1#p1236581

73

(9 replies, posted in Community)

Sad to see you go, but good to hear you're moving on! Good luck Torqez, and send my regards to your brothers smile.

74

(13 replies, posted in Bugs)

So, to amend Render's list (I'm not sure about the Att bombers):




Attbombers -> 30% <- is this correct?
Atttransports -> ALL
AttFigs -> 30%
AttGround -> 15%

DefFigs -> 30%
DefStatFigs -> 30%
DefGround -> 15%
DefStatGround -> 30%
DefStatTransports -> all
DefStatBombers -> all

Excluding deaths by lasers and ground in killed transports.


Aside from that, I think that the portal isn't the differentiating factor, rather that the troops are stationed. As the combination is possible as well, I doubt that the attacking fleet is affected by it, rather solely the defending fleet. Hence why I changed it to 1 list rather than 2.

75

(13 replies, posted in Bugs)

You can fig run big fleets that are still relatively small (compared to your own) in 4 attacks, it is just that figs seem to possess a higher intrinsic defense than attack, so numbers of defending figs killed are usually kept low.

And I'm pretty sure the attacker always loses up to 30% figs.