djuice

djuice

Joined Member # 3082814
0 Posts 3 Replies 43 Reputation

I've never lost against a 1vs1 AI on large size maps in v1.03. Trick is, always send in all your ships in 1 fleet. They will always flee/retreat, also make sure your fleet comprise with 40% siege frigate, so you don't have to stay in that system for too long. Just follow the AI to their last planet, and it's simple.

17 Replies 22,818 Views

[quote]What, everything? I know there's a bug with pirate gauss turrets and frigate shipyards, are you saying nothing gets auto-attacked?[/quote] Well for my mod, which uses v1.02 files, some structures like, turrets, hangers and extractors aren't been auto-attacked at all.

21 Replies 15,008 Views

Does anyone know what has changed in the Orbital structure files? It seems that using the older v1.02 files causes the AI not to attack obital structures automatically..

21 Replies 15,008 Views

I was wondering is there a way to change how the damage that ships and structures are calculated? Currently damage is calculated per sec or something along that line. What I want to see is that the damage is calculated when the damage is dealt. This is to overcome that fact that when ships/structures are on uber low HP, I don't want to wait a few secs for the damage to take effect. I wanted it to be somehow similar to how other RTS calculate damage, is it possible? Or is it how the game e

0 Replies 2,281 Views

Vasari: #1 Kortul Devastator, #2 Skirantra Carrier, #3 Vulkoras Desolator, #4 Antorak Marauder, #5 Jarrasul Evacuator. Kortul Devastator is probably the strongest/best 1 vs 1 Cap ship there is.

57 Replies 36,659 Views

Same here. I was also wondering if this is fixed in 1.03. This only happens when I'm playing as Vasari, changing the amount of particles in the config files doesn't fix the problem, it only delays it. While playing as the other races against Vasari the problem is not present.

12 Replies 6,443 Views

For autocannons, each burst consist of 3 projectiles, so 15 burst = 45 visual projectiles ingame. PreBuffCooldownTime - Time it takes to reload and fire again. Just to let you know damage it calculated for the full burst count.

16 Replies 11,410 Views

Tec Crusier Carrier, sucks considering when it dies it gives the enemies capital 4 times more XP then other carriers :x I like the Advent's Capital carrier as it has Weapon Cooldown ability which helps greatly in large fleet engagements, while the Vasari carrier is only useful past lvl 6. Tec Carrier on the other hand has instant build + embargo + missile deployment which helps greatly in planetary assaults.

34 Replies 26,498 Views