1) Alpha Centauri -- deep and philosophically inclined, has yet to be matched in this regard by any strategy... 2) Sins of Solar Empire: Rebellion -- gameplay is extremely streamlined and easy to learn, excellent UI, faction diversity and unit counter system is solid 3) Civilization V -- Excellent UI and gameplay, one of the few games that has successfully made late game interesting, offers better replayability than most games due to all the different civiliz
Seleuceia
When you toggle invulnerability on, you also disable the weapons...I know it's not what you want but onweaponfired isn't probably going to give you what you want either unless you make a very complicated buff chain... The only way onweaponfired is going to help you is if you put a buff on the target that then places another buff on the original spawner that takes away the invulnerability...you actually would probably want the ability to apply a buff to self (iteratin
[quote who="LightStar" reply="5" id="3445283"]As far as children and the "F" word, well let's just say I evidently have morals, and sadly that a vast majority of the human race is becoming sicker and sicker every day. When I hear anyone say a foul disgusting and useless word like that, I let them know about it. There are so many other words that could be used available in the English language. He could have just said "We don't care."[/quote] Juxtaposition of classiness and pro
You may just have to do a toggle ability....
Using the beta, I played a 1v1 vs. a hard AI, then played a 2v1 vs. two hard AIs...in both games, I didn't use anything that is notorious for dealing with the AI -- no missile barrage, no uber titan, no SB abusing, no minelayer strategies, no XP milking, nothing fancy at all...I played AL and just colonized and frigate spammed.... The 1v1 was a total waste of time...even with several easy-to-grab planets, the AI expanded significantly slower than me, and took forever to build the
You should be able to expand in 2 directions without any fleet supply upgrades...if you are going against unfair, you aren't going to match them in fleet size anyway, so why bother? Better off saving your money for SB constructors and eventually a titan... Unless you are Vasari...you may want one fleet upgrade to support your Orky rushes, usually with either corvettes, carriers, or overseers (and of course a minelayer)...
So, where does the energy of electromagnetic radiation fit in to your three categories?
That strength of the fallen does more than the passive damage upgrade really doesn't mean anything to me...I'd rather have a higher level of chastic burst or AM upgrade (which reduces cooldown), and then a higher level of purification or HP upgrade for survivability...I wouldn't even be touching the weapon upgrade or strength of the fallen until I had nothing else to put my points into... The amount of AM restored is not very much (35 at lvl 4??)...sure, it affects a ton o
VR titan is hands down the worst... It's abilities only affect frigates, not SBs or caps, and that severely hampers its utility once players start shifting to SC and corvette heavy fleets...additionally, the damage nano leach does do to frigates is quite weak until lvl 6 when it has dissever to follow up with -- until then, most titan AoEs are superior... If I had to rank worst abilities... Nano remit -- I don't think I've ever fou
Large amounts of docking/undocking actually cause their own specific lag spikes...not uncommon for games to temporarily freeze when a large fleet jumps in to join a battle and all those SC have to simultaneously undock and acquire targets...
If only that skier had microed better...
Aren't forum quotes fun to play with? [quote who="Sinkillr" reply="58" id="3442712"] Carriers cost way more than HCs, yet they barely counter them on a c
Most games don't last that long enough though....for vanilla, competitive MP games, removing SC would go to great lengths...at that point, a particular player's internet connection or really bad processor would be the only lag inducing thing.... SP people (especially with mods) that like the big long games would still eventually encounter it...but I don't think the OP is focusing on that group of players...
Five per port...but they really aren't the main source of late game lag... SC by far take the cake for that...the average SC squadron has about 5-6 individual SC...unlike trade ships, each of those SC are targeting/retargeting, changing their pathfinding as the battle develops, generating weapon effects (both from firing and from being hit by enemy ships), and dying a lot more frequently (generating it's own effect)...it is not uncommon for the game to outright freeze for a bi
Fixing lag can easily be done in 5 minutes... Remove carriers from each player entity file...problem solved....
Except that they actually do...and skilled people do lum spam on a routine basis...and skilled people counter lum spam not with corvettes but with their own LRFs because they know how bad corvettes are against lums... And......how many skilled people use flak to counter LFs?
[quote who="Sinkillr" reply="44" id="3442614"]By that logic, heavy cruisers counter carriers. [/quote] Care to explain how so? [quote who="Sinkillr" reply="44" id="3442614"]Fleet supply is the end-all, be-all determinant of fleet power in mid-late game. The test I ran clearly uses a mid-game force. By that time, feed should be up and running so construction time is not that big of an issue. [/quote] 50 flak vs. 40 LFs is mid-late game? Do you scuttle your HW befo
The primary advantage of LFs is that they can focus fire...they succeed in killing caps and early SBs, and dealing with frigate factories or repair bays when the time is right....if you take away focus firing, they would be pretty useless...
I would give you karma but... Oh wait, wrong thread...
[quote who="Teun-A-Roonius" reply="30" id="3441895"]You do know that those ads are based on your internet search patterns, right? It just means you are watching (too) much porn my friend. But don't worry, that is perfectly normal.[/quote] Well then................that explains a lot....
1) I'd prefer 100/500 as well...being forced to transfer no less than 500 is rather steep and a little limiting for early eco players.... 2) Lots of abilities affect titans...designate target on cielo and shield disruption on the subverter are two support ship abilities that do, and they are actually pretty serious debuffs if you manage to land them on the titan...then there's a whole host of cap abilities that affect titans as well, though probably not anythi
The core of the this "problem" is not that flak are overpowered, but that ships sometimes have issues retargeting or pursuing their targets...this affects pretty much any ship that has only frontal weapons (so scouts, LFs, HCs, and LRFs) and prefers focus firing (which throws out support ships)... Barring a coding rework by the devs (which probably won't happen at this point), the simplest solution is to buff the turn rate of LFs (and possibly LRFs and HCs)...honestly though, this
Coming from you, that makes me feel super warm and fuzzy inside.... [quote]P.S. - does anyone know how to put screenshots into posts? I tried the "insert image" button and it doesn't work. [/quote] You need to have a direct link to the image, not a download link or a link to a page that "contains" the image and other stuff...if you copy that link into your address bar, you should only get the image and nothing else (like google used to do when you used google images and cl