EadTaes

EadTaes

Joined Member # 3100824
6 Posts 515 Replies 802 Reputation

Their working on a manual. But to asnwer soem fo yoru questions on the fly. Scouts are what you need to clear mines. Counters are the same as before. LRF counter LF, LF counters carrier/support cruisers. For the full list the forums you'll will have to check. Mines: TEC: Standard blowup mine Advent: Homing blowup mine Vasary: Standard blowup mine and a Gravaty mine as well. Think it dissable engines. To kill starbases TEC and advent have a new

5 Replies 14,275 Views

No one does not have enougth range to covver a whole planet from beign bombed axcept for astroids. How ever with Turrets/Hangers/Mines you can conver the rest. Also when The Auxiliary Gouvernemnt and their counter parts in each race race works the enemy won'T be able to kill the planet until they kill the startbase first. So at that point you could say ti covers a whole planet.

4 Replies 14,101 Views

For 1.15 dunno fo any mods that currently work. For Entrenchment Annatar fixed Balking Knight visual mod and it work online with other people due to the change in the way the game see's mods.

5 Replies 13,469 Views

Seem annatar found the bug with the mines. How ever their migth be a 2nd one. While the enemy had a fleet and ownership of the planet the mines would home on my ships from outside the radius of scouts. After the enemy was gone except for his mine my scouts coudl easily approch the mines and detect them without the mine homming.

8 Replies 16,685 Views

Dude their hommign in insane they seem to start homing froma further range then scouts can detect them. And while homming even thou i had flak frigs with nothing to shoot they didnt shoot the stupid things. But later i coudl easily approch my scouts and kill them no problem without having a single one fo them home. So I think their is a bug with the mines. Further testing under control situation.

8 Replies 7,723 Views

Okay I have a replay were i tested 3 things: Auxiliary Gouvernment: Total fail, the skill doesn't work at all. Enemy was able to bomb planet and colonise with a protev. Also when planet was killed recorse production droped and i could no longer build stuctures or ships there. So currentl auxiliary gourvernement and their racial counterparts for vasary advent do not work. Capital ship bank multyple targets?: Fromt he test is was clear that capital ship secondary

26 Replies 71,186 Views

OH yeah I forgot about that one so 10% it is. Means advent can get max mitigation with a lvl 5 cap a bit to soon for my taste. And yes lost fo strike craft can cause alot fo damage before mitigation kicks in. But the altehrnative is armor points. With to advent down mean much and to TEC and Vasary will give them a huge advanatge over advent. Other possibilaty is A reaserch that increases base HP flat so caps get more hit points.

87 Replies 204,209 Views

I would like too but think the carrier build penalty while enemy ships are it he grav well is turning alot fo them off and for good reason. A simple scout is enought to give 75% build penalty. I personaly think they shoudl take teh penalty off. or at teh very least make it so that it applies only to carriers that are currently taking fire from enemy ships.

5 Replies 3,531 Views

[quote who="Annatar11" reply="8" id="2078748"]Or without mines surrounding your planet I was playing last night and the sieges were always going behind the planet to bomb, bypassing all stationaries. [/quote] Yes howere me i had the planet corvered 360° so their was no spot that wasnt covered by miens of stationaries so they kept turning in circles for ever.

26 Replies 71,186 Views

I've been trying to get the AI to bomb one of my worlds to test this out. But witht he current AI changes it seems he doesnt rush to bomb my planet naymore. He rushes to die at the guns of my starbase. Also the guns and mine behavior has prevented me from doing that sicne i had surrounded my world by mines. So the seige frigates just kept circleling the planet. Guest gonna have to test it online with a player under a controlled inviroment. [quote who="SgtScum" reply="6" id="2078739"]I

26 Replies 71,186 Views

Average match time is roughtly give or take one hour. The lenght of the game depends mostly ont he skill of the players, the tactics they use and the layout of the map. Number of players or size of the map has little influence. In most cases after 1 hour a victor will be decided, unlesta stalemate occurs witch can take a logn time to break out of or take a short time. But it tends to take longer normaly.

9 Replies 7,432 Views

I thought that number was broken. After a check of the advent I can tell you that with max research in advent culture mitigation is only 6%. Now with a lvl 10 cap at 75% + 20% (proposed) +6% (inside your culture) = 101% mitigation witch can indeed not be allowed. The simple solution for that is to cap mitigation on the caps at 95%. That would make all races equal. What good would the mitigation on advent culture be then? Simple it will continue to work on their frigates

87 Replies 204,209 Views

It'S not you i have comfirmed and sent over to IC replays and details on the starbase not firering at 3 targets when the base is actively targetign a cap ship. Teh way to go aroudn this is to give a target quest order tot eh startbase that has no cap ships in it that way it will continue to hit 3 targets per bank. I havent been trying to work out and see if capship suffer from the same problem starbases but have not been able to clearly spot it yet. Would need to get in

4 Replies 1,554 Views

[quote]The only other thing I would suggest is to make a high tier research to increase mitigation on caps only.This would help in larger fleet battles.[/quote] Very good proposition there. Tier 8 perhaps. I find most races ahve very few teir 8 abilaties. But their should be anotehr lvl available lower like at tier 6. So tier 6 2lvl or 5% increase mitigation and Teir 8 2 more lvls on 5% mitigation. Grant total 20%. Currently a lvl 10 cap has 75% mitigation this would g

87 Replies 204,209 Views