One of the balances that strikes me as peculiar, is the balance between Siege ships and Capital ships. The odd thing is when you strike out all the other abilities of a capital ship, and use them ONLY for siege. They hold up surprisingly well against a siege ship. Siege ships chew up a whopping 15 fleet capacity, while capital ships require 50. This is not counting the capital ship slots, which a player will eventually pick up. For a siege ship to beat out a capital ship by fleet composit
Bobucles
A planet under siege stops growing population, and stops recovering planet health. The latter is more powerful than throwing a siege ship at a planet!
If you want to start with a non colony capital ship, I suggest you build 1 or two colonizer ships first thing. This will give them time to charge up their antimatter. By the time you free up your first system up for capture, the colony ship will have enough antimatter to both jump and capture the planet in one go.
I have problems with the facility spamming on enemies who already have the debuff. Because of this, you can dry out the weapons jammers by putting in a few scouts to soak up the antimatter. Other than that, they're pretty cool with max upgrades.
You can't. It's really annoying. I don't like how holding shift only increases the tribute from 100 to 250. It should be 5x like the rest. While that may be too much for metal and crystal, it should at least be there for the more numerous credits. Also, I think there should be a bulk tribute button, capable of moving 1K - 5K goods or credits.
If you're playing with a new player, take command of the team! This is FAR more effective than losing, coming on the forums and venting out your frustration.
A gauss weapon uses magnetic coils to fire metal slugs at near relativistic speeds. In fact, it fires the projectiles SO fast that they'll practically turn into a cloud of molten energy on their way through the ship. A direct hit through an engine room would be completely disasterous, if not outright fatal. I think the rail gun should be powerful enough to pierce past shields. After all, it is the single most damaging hit in the game. At the very least, half of the damage should go
I'd say what the achievement REALLY is about, but then 5min pony guides would come up, and defeat the purpose behind achieving it. All I will say, is look EVERYWHERE!
Of course not, because a REAL empire is stupid and annoying for a game. You have to deal with political strength, allying with the proper people in the high places, all the while fighting to get your troops over to the border colonies because they're your last line of defense to the core worlds. Oh snap, you lost because the fleet production proposal failed to pass, in favor of lowering taxes on the new brand of minicoke! Better luck next time.
The cost of finding artifacts isn't terrible, as it's a bonus that other races can not get without holding that planet. However, the other planet bonuses SUCK for their cost! Why would you want to search for a pipe dream chance of finding +10% trade, or +5% culture spread? Not to mention the chance of paying to find out that your planet sucks. Given the cost of the upgrade, the lucky artifact might eventually pay off. Other effects are simply not worth the cost. Oh, and most artifacts a
All planets have a default template for the neutral forces that guard them. Generally, the better the planet type, the more powerful the neutral force will be. Using Galaxy Forge, you can disable "Use Default Template" on a planet by planet basis. From there, you can create your own custom templates, to decide how you want the planet to be fortified.
The advantage about carriers, is that they can fight on the move! This is absolutely critical when you want to place strikes deep into enemy territory. Bombers take out orbital structures faster than any other frigate type. Every other ship has to stop to fight, and is at a great disadvantage for such tactics. The carrier can blow through at full speed, blast the phase jump inhibitors, half the stuff in the system, and stay well ahead of the enemy's reinforcing fleet. By the time backu
[quote]I had enough PJIs on Gateway that phase jump time was 800% - this basically allowed me to control who went through and who didn't, because my hangars would take out anybody attempting to phase to the sun.[/quote]I don't see anything which would suggest that a Phase Jump Inhibitor can stack.
[quote]I'm playing an AI game and I'm maxxed out with 2300 ship points in what seems to be a stalemate. I have RA and it doesn't seem to be helping me to get above 2300 ship pts.[/quote]That's a strange comment. No one can skyrocket above their maximum fleet capacity. Why should Returning Armada be any different? In fact, why would you even consider that as being odd?
So, how are you supposed to win using a giant, system locked moon of obstruction? Because super weapons are sort of made to end games.
Well, the bug concerning frigate factories seems to come down to this: - Multiple factories at a planet will handle their individual times properly. - When a ship is produced, it will look for the first available factory to spawn the ship. - The first available factory is one that isn't spawning a ship AT THIS VERY INSTANT. - Thus, if all factories go at once, all the factories will be properly tied up. The ships will properly spawn at all the frigate factory points. - If the
Pirates are very nasty early on. Later though, you have several advantages over the pirates: 1. You get technology upgrades. Pirates don't. 2. You have recharging shields. Pirates don't. 3. You have special abilities. Pirates don't. Don't engage pirate systems using only light frigates! You'll get creamed by their numerous cannons. Let their ships come to you first, and take them out. Then eliminate those cannons with LRMs, bombers, or lead with a heavy duty capital ship. Af
[quote] Then I would have to *play*, exerting *effort*.[/quote]It was almost sarcastic, until you got here. I'm afraid this must be stamped FAIL.
[quote]These trade ports earn a premium over others.[/quote]I've never seen this. What I have seen, is that a a big trade route benefits all of your trading posts equally. the actual bonus is defined in the gameplay.constants file, if you have the reference file pack used for modding: [quote]playerTradeNetworkDef incomeRateBonusPerLongestNodeDistanceNode .075[/quote]I think that bonus applies per full facility. It's a seemingly small bonus, but with a big enough trade route you can inc
Shield mitigation increases per point of damage received, and decreases over time. i don't know if the damage counts before or after modifiers. You can find the modifiers for shielding in the player[race] files for every race. It decreases at a constant rate over time. For reference: [quote]shieldData shieldAbsorbGrowthPerDamage 0.001 shieldAbsorbDecayRate 0.0125 shieldAbsorbBaseMin 0.15[/quote]Comes from the 1.0 advent data file. Using this data, your typical frigate
your best option is to use phase jump inhibitors. They have been enhanced in 1.03 to hamper enemy jumps. ;) However, that extra time is going to be a minor help against a dedicated rusher. Keep in mind that they run a severe risk of having their fleet trapped, and unable to leave again. They better hit you hard or it's all for naught. There is currently no direct penalty for fighting behind enemy lines. However, you are most likely to benefit from friendly culture bonuses, as culture te
Each factory around a planet has its own queue. Start with 5 factories at a planet. If you build one ship or 5 at once, they'll all come out of the factory at the same time. There is a bug when you have multiple frigate factories around a planet. The ships will only come out of one or two factories. Supposedly, they should be coming out of each factory as their ships finish in turn. So you end up with one factory pumping out 5 times the ships, and the rest of them end up looking pretty.
One more ship is not just one more source of damage. It is also an extra batch of health, and something more for AoE to work with.
[quote]Level 4 virus labs - Earth or space? You choose. Seriously,space.I dont want to see mutants running around on my planet.If anything goes wrong in the virus lab in space,just bomb them to hell.[/quote]Or, you could just push them into the sun. That also works, and it leaves less chance of something leaking out.
Sure, the difference is subtle. But knowing the ship data or the planet data gives a decisive tactical advantage, either way. Either you know where his fleet is, so you can hit the weak point, or you can see if he has any defenses at home... so you can hit the weak point. If there is a single factory in the back, then any ship produced will give up to date info on the territory. Or, a roving scout will do it. If his planets are under attack, chances are there will be ships there to prov