Stratteggi

Stratteggi

Joined Member # 2658311
0 Posts 193 Replies 292 Reputation

Well, for the third one, I can kinda see why they'd want you to keep your forces away, and maybe for the first one they just don't like you very much. edit: I looked at the string files, and apparently the first line is classified as "Random Friendly"

1 Replies 1,769 Views

If the defender spends almost as much as the attacker on static defences, then the defender should win, at that planet. With 17 planets though, there will be other places that the attacker could bring his fleet to, and capture, because of the lack of defences at every other planet.

482 Replies 357,588 Views

for instance, the AI never seems to understand when to stop sending in reinforcements to a long dead battle, once I've crushed their fleet, enemy units continue to trickle in at one ship every minute, minute and a half. its not exactly... smart, in my opinion. I find the AI almost always retreats at any threat, that's what makes phase inhibitors so useful.

8 Replies 2,400 Views

As of the new update, I started a game with four teams of 2 AIs, plus myself. I started off only two jumps from one of the AI's homeworlds. It eventually brought its fleet to my homeworld, and was trapped and destroyed by my defences, and I counter-attacked and wiped it out. Major Stress, I have seen plenty of full AI offensives, although I once took a planet, and fended off one concentrated attack from an AI. After that, it seemed to just overlook the fact that I controlled the planet

9 Replies 3,176 Views

If you set a ship's auto-attack range to weapon range only, and then order it to attack something outside of its weapon range, it will turn as if to attack the target, but will not move to attack it. You have to order it to move closer to the target before it will attack. The exception to this is if the target is a planet, a ship will still move to bomb a planet regardless of auto-attack range.

482 Replies 357,588 Views

Just to stir us in the right direction, I think this pic about sums up my feelings about the Kol By the way, the two explosions are both enemy Akkans.

124 Replies 24,499 Views

I've been messing around with cap ships recently (Carriers, more specifically), and I noticed the same thing Alcari is talking about when I create the ships. Also, if you purchase the level ups and set auto-choose abilities on, the ships won't choose new abilities while in phase space, they'll instead wait until they finish the jump. I'm no sure if this was just a random chance or not, but the AI seems really prejudiced against getting the ultimate abilities. Other than that, there were no probl

294 Replies 245,480 Views

I don't know how many launch bays it has and I have the beta, but it can only carry two squadrons (I think it should carry more than 2.) It can carry two at level one, but I think it can get up to five at level ten, and they said they would be increasing the number of squadrons in the future

132 Replies 136,516 Views

Schem, please be more careful with your language. Sometimes he gets carried away, we'll have to use the cattle prod on him more often to keep him in line. Ironclad just needs to implement the electrical shocks for pausing in multiplayer, then we can just use that <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" bor

124 Replies 24,499 Views

The useless asteroids you're referring too are deliberately in the game, as they are called Dead Asteroid s. As for colonizing them, there isn't much point, except that it lets you build around them, they'd be useful as choke points. Although, bringing in a colony frigate and sending pods down seems a little overdone for a non-existent colony.

8 Replies 13,840 Views

The only problem with your bowl formation, Thrawn, is that it just makes it easier to pick away at the ships on the edges. (And yes, I know that wasn't the point of your post, I wholeheartedly agree with having better formations)

239 Replies 70,848 Views

I say for the full 3-D movement in battles to actually have an effect, there would need to be 3-D placement of buildings. As it is now, the attacking ships stay on the base plane to attack the buildings, so the defending ships stay on the base plane to attack the attacking ships.

74 Replies 12,205 Views

1Spartan, when I said I want phase gates to be in the game, I said they should be buildable structures, meaning you would need to own both planets to link up the structures, the advantage to the defender I mentioned was not specifically against the Vasari, but in the fact that with these additional phase lanes inside your territory, it would be easier to move your fleets around.

211 Replies 77,758 Views

Okay, I've stayed out of this discussion long enough. I came up with this last night: 1) First of all, let me say I support the current system of phase lanes. 2) Phase Gates could be permanent buildings that you can build around a planet/asteroid. Phase Gates automatically generate phase lanes between all allied phase gates, thus giving a certain advantage to the defender, without relying on turtling of static defenses. 3) Since the Vasari have much more advanced

211 Replies 77,758 Views