Starstriker1

Starstriker1

Joined Member # 2444307
0 Posts 14 Replies 10,250 Reputation

Bigger issue is the defense bugs that are making off type defenses more effective than the one's you should be using.

11 Replies 6,086 Views

A few strategies I've used: *Load freighters up with guns. Sure, they'll only get a single shot, but a fleet that is continually harassing freighters will take some hits. Probably not worth the cost *Don't bother arming them. Instead, load them up with other things that will be of use along their routes... specifically, sensors. It's probably the single best and safest way to gather intelligence. *Use large or huge hulls as freighters, and you can do some nasty damage

12 Replies 6,924 Views

He does have an interesting point, though. In many cases, what is labelled as an evil choice is actually a good one... in the proper context. In the event where large water creatures are terrifying your colonists, it could be viewed as an ethical decision to wipe them out or keep them at bay. Incredibly disrespectful to other species and worlds, yes, but it is looking out for the best interests of your people. There's an interesting distinction to be drawn between a society that preys o

50 Replies 19,006 Views

Simply watching my own battles is proof enough for me. When I switched weapon types and ended up with ships that were MORE powerful than previous, I was expecting to be more effective, not less.

52 Replies 31,000 Views

It may work as you describe. It's still a bug because it has the effect of making defences almost as powerful against off-type as on-type attacks. More powerful.

52 Replies 31,000 Views

What I think is happening is that the value that is degrading is the theoretical value, not the square rooted value. In that sense, then, the defense won't appear to be degrading between hits, meaning that EACH WEAPON is rolling against that same square root value. If you're using, say, Harpoons against a ship with 16 beam defense, you've got a problem: each of those 3 damage projectiles needs to roll against 3-4 defense. At such low defense values, it's not unsurmountable, but once the defense

52 Replies 31,000 Views

I'm looking at my fleets and thinking that the defense versus unintended weapons is borked. I was fighting enemy ships with beams and shields with similarily outfitted ships, but the enemy defense was climbing sky high so I switched to missiles, which I'd already researched substantially. My attack values with missiles were HIGHER than my beam ratings, the enemy was still using shields... I should have been ripping through them, but my effectiveness went down. Something there is off.

50 Replies 40,060 Views

I've had a good experience fighting the Yor, though it was only a single game. It was a well executed surprise attack with dozens of fleets. It wasn't much of a SURPRISE, considering that I saw how much they hated me and the ships were congregating in plain view, but I just had nothing I could do to counter them at the time, so I got to see them waltz all their ships right into the middle of my military starbases immediately before declaring war.

39 Replies 22,768 Views

It could have a good deal to do with the kind of game I'm playing. I've got the tech speed set to very slow, so individual ships usually have under 30 attack at the frigate level. I'm noticing that my precursor rangers will take these kinds of attacks very well, even though they should be having 4-5 defense against a beam weapon. If, for example, the degrading shots are being applied to the maximum armour value as opposed to the square root, that means there is no appreciable loss of defense per

50 Replies 40,060 Views

Are the defenses working properly at this point? In my game, I've got Dreadnoughts with something similar to 20 beam, 20 shield, and a number of Precursor rangers with basically the same stats, except with mass drivers and armour. I'm fighting against enemies you use large arrays of beam weapons, but the precursor ships are typically taking less damage in every engagement. Is it something to do with how the defenses degrade when they aren't matched up with their appropriate weapon?

50 Replies 40,060 Views

I figured that given all my whining about the AI's flaws, I should mention some of the stuff that I've been impressed with! In my current game, I'm playing as the Yor, with my ability points poured into a +2 speed bonus. I did reasonably well during the Colony rush, though definitly not fantastic. Nearly from the start, the Thalans were beginning to look like a huge threat. They were going down an influence path, and flipping planets left and right. They'd have to be dealt with

2 Replies 3,740 Views

In the current game I'm playing: Strong: Thalans (flipping the whole damn universe with unfluence, have largest military, but crappy tech) Korx (Surprising, but there you have it) Korath (Second strongest military) Arceans Solid: Drengin (Handled themselves well, but got a nasty influence/military combo from the Thalans Altarians (Crappy military handling, but damn nice tech... too bad for them that my inferior ships rolled them over) Weak:

39 Replies 22,768 Views

After a certain point they apparently just choose a ship to lose. I'd like to see this 1 hp feature go as well. Though I've personally never played in situations that bring it to the forefront (I tend to play with low tech levels), from the sounds of it it's just causing trouble without a significant improvement to gameplay. I think both fleets should be able to wipe each other out at once.

62 Replies 34,274 Views

I think their decline should be a player initiated thing. If you let them run rampant, then you've got a crippling crime empire weighing everyone down, with enough power to challenge an entire nation. Systematically crush their bases, and they'll be relegated to the sidelines. They'll always survive, since they don't need a base to survive and they'll eventually get new ones, but they'll be so crippled that they'll be a non issue in galactic affairs. At least, unless you let them build up again.

25 Replies 22,699 Views

Also, keep in mind that a custom race is often more speciallized. I can, for example, make a race that is a tacticians dream by giving them the first strike ability, a +2 speed bonus, sensors, and possibly additional weapons power. Though I haven't tried, I don't think I can do that by modifying the Arceans... the speed bonus alone is 8 points.

11 Replies 8,277 Views

Those absurdly overpowered bad boys that allowed you to boost morale while still increasing your economy? Interesting idea... but if pirates dont have planets, where do they get their ships from (that is if they are trying to become as militarily powerful as possible) Thats a good question. They could simply buy them at any race's planet, or perhaps lob

25 Replies 22,699 Views

What about this: Pirates become a minor race you can interact with, except that they don't have planets. Pirates have a steady stream of income that is enough to buy them additional ships and spies They gain income faster by attacking trade ships and starbases They also gain income by placing spies on planets. The side effect of the spy shutting the tile down (corruption, presumably) would be irrelevant to the pirates The goal of space pirates is to become as powerful mi

25 Replies 22,699 Views

Er... that wouldn't be a good test, since the maximum techs aren't necessarily balanced against each other perfectly. In most games I play, techs that advanced almost never see the light of day anyways.

62 Replies 34,274 Views

If I understand it correctly, the issue is that it would need AI work, and the AI programmer (Frogboy) was busy getting the actual AI ready for the DA launch.

10 Replies 9,085 Views