Akkans suck in combat when alone, and fresh from the shipyards. Get a few levels on them, max out their range/tohit ability and they help alot. Not to mention their ion bolt makes the enemy Caps alot weaker, combine with a couple Kols and you can slaughter the enemy. As to Sovas, they are the only Cap i avoid, they are only good if you have several of them in a single group. Their main power(fighters/bombers) can be elminated with a good combination of Kol/flack frigates.
Darknutter
The ruins would only be visible after you put a probe on it (scout research), that way its a bit more fair/balanced.
Only suggestion i can make ATM is maybe have a "Ancient ruins" on a planet that has an actual artifact(not bonuses) that way all players know that world has something to fight over. Would make things a little more interesting, especially in MP.
True, but later on when you can afford to push your tech up, its really anoying when you have a long list of tech to be researched and only one going at a time. Longest list ive had is about 7 techs waiting, i was focused to much on combat, didnt notice my supplies were so high... What might be ok is maybe increasing the time it takes to research all items by 10-33%, in exchange to be able to research one in each area at a time? Off-topic Question, when will we be able to rese
Ok, havent read the FaQ really, since i started playing. looks like it was a reply... maybe someone should update the main post with any other semi-important questions that were answered so you dont have to scroll through the whole topic While using an Akkan may work, i prefer the XP to go towards a Kol. Those suckers are great at level 10, fully teched out. One other thing id like to
As far as i can tell, the only changes is a decreased cost for exploring, and new artifacts/bonus effects. It still takes 2 "upgrades" to fully explore a planet, and theres no researching of artifacts.
Somewhat of an older issue, the Akkan doesn't benefit from a higher rank Ion Cannon ability, or the colonize ability. Are they going to change? Either shorter Recast Timers or Reduced Antimatter costs, or entirely different effects? Ive noticed that if you upgrade the colonization ability the recast does go down, i think a level 3 is only 60 seconds. AM cost doesnt change thou, as to the ionbolt from what i can tell its effects last longer, cos
IMO cultural stuff is a great/evil thing atm, The AI researches it(even on easy) and uses it to the point it anoys the hell out of me. I also use it to take over other planets, plus i like the different colored phase lanes... IMO the main use for it is to protect your planets, If your able to spread your culture enough/properly you can prevent a planet from being colonised after an enemy obliterates it, giving you time to try to retake it and at the same time preventing them from gettin
Ah, thanks Blair, there was a voice in the back of my head telling me to try the spacebar/enter button... but its the same voice that tells me not to drink alone.. i ignore that evil prohabitionist... On the previously mentioned topic of buildings, the delay between when a building is scrapped(after being placed, Ie accidently place wrong type/wrong spot) and when your able to use the log/tact points again(assuming that placing maxed you out) is fairly long considering what happened. It
Just finished a 7hr game(medium map, played through everything), heres a list i wrote up, of issues i found. This was a single player only game, VS 4 AIs on easy. Bounty related issues: - I get text saying "bounty increased by 0 to 0" when it actually increased by # to #( very rarely happens) - I get told a bounty increases by a negative #(should say decreases), i also get the audio/voice message saying the bounty has increased when its actually decreasing. Pirate