Is every tech effected by this. eg the eco upgrades, if one has 3 civstations and has researched some metal upgrades is this rate increase lost with the loss of the research stations. or the enemy fleet incoming tech, is this too lost?
GenuineD
PAUSE (for use in sp) if this has been mentioned in the thread I missed it. However I sort of like the idea but at 10-20 minute intervals for 30 seconds as an option in both sp and mp. Not sure about the details. A total loss of unit control and decision making would be terrible if one was in the midst of criticial actions. in mp things can get hectic in the mid game (and this can be a very long game) nevertheless players work this out if they are lanning for
Thanks for fixing the strike craft bug. Playing the second beta is fun now. Regarding the nerf to RA, can this be changed. It is no longer fun to tech to RA and have to pay for its use. After the first game in which I did so I never did so again, only researched stabs if the situation called for it, and then maybe improved the phase stab speed. You could reduce the fleet points recieved at each level with additional level of research t
picture does not show in your post (though going to http://lh4.ggpht.com/rkausch/SMRoOQ5qCvI/AAAAAAAABG4/z-se2FUqmHk/user_actions_screen.JPG does show it.
Just trying to understand how culture works, its not documented well in the manual or in the game. And I can't figure out how the Advent culture cannon works, I shot it at an enemy planet which did not appear to change allegience at all ( I was planning to attack the planet and wanted the shield bonus and to deprive the enemy of their culture bonus).
I was thinking that incorporating the flak function into the carrier and getting rid of the -useless- flak ship might be a good idea since carriers are integral to any fleet now or at least till the bug is fixed, and it might force the carriers to leave the edge of the gravity well in major fleet engagements if the devs beef up the flak function.
open the map with notepad and change the version # to 2
Never seen the ai take advantage of it, but I have not really looked. However it is impossible not to exploit it if you want to change your mix of strike craft. That being the case, it follows that it should always be exploited unless you never ever change your strike craft ratio, perhaps by setting a policy of 1 fighter 1 bomber per carrier. Which seems a poor solution as it lessens the value of carrier versatility.
it was never a game exploit as it was part of the vasari tech. OP possibly but not an exploit. also you need an economy to tech to RA..... I agree phase gates are awesome but RA sucks now. If you don't see that then play some vasari.
by culture bonus I meant additional culture generation, depending on the ai level, eg, a hard ai gets a culture generation rate of 1.5 x normal rate while an unfair ai gets double the normal culture generation. Wondering about it as it seems almost impossible to push with culture late game. In a game I once scuttled every non-culture logistic structure on my 8 planets to build all culture and it did not overwhelm any planets - although it came close to taking down one bef
Actually this nerf guts Vasari, so you scout vasari and see phase nodes, big deal, RA is no threat, leave the the nodes and hope the player wastes money on teching to RA and DA.
RA sucks now, not worth getting, instead select and purchase the ships you want not the assortment RA gives. Price is ridiculous, cool down is ridiculous, not useable under any situation.
thanks for reply. I have been experimenting with culture and it only seems useful to stop enemy culture, very rarely has it been worthwhile, even Advent culture does not seem that overwhelming. I am playing against unfair AIs and started to wonder if they also get a culture bonus as well as the resource bonus. That said culture did eventually destroy an ai that I trapped in a cul de sac of 4-5 planets from a desert culture broadcast centre, still an attack fleet would have cl
The game is not fun with this bug, as it makes carriers the only option to build
2 hours into a game I finally saw an unfair ai Vasari scout take a neutral. I was shocked! Improve the priority of neutral capture, particularily for the Vasari as it entails much less risk.
I think one of the reasons the AI is so unwilling to risk large fleet engagements where the outcome is not certain is that by the time of large fleets it takes too long to replace destroyed fleets (even with the massive resource hoarding of the ai). I think that with each fleet supply upgrade ship build times should be decreased 10-20% so that eventually ships pop out instantly*. Making the replacement of a lost fleet the matter of a moment. And then fix the AI -the unfair o
How does culture work? If a line of planets , with 'P' being my planets, have all logistic slots filled with culter stations as shown below P-P-P-P->ENEMY Planet with less culture production and less rear planet culture supporting - I am gueesing at this as I can't figure out how behind the front culture helps quantitatively - and still the planet has a culture alligience change of +0.07/sec and 100% allegience.</
Maybe add a permanant boost to culture spread rate based on the value of enemy fleet and structures destroyed, and planets cleansed. Then the boring last half might get fun as it gets shorter and shorter.
Great links Wanderer17! I like how Walter Jon Williams depicted interstellar warfare in Dread Empire's Fall, as well I am currently enjoying Jack Campell's The Lost Fleet saga. I think some SF writers try to describe what space war might be like. Great topic! I have no clue how things will pan out in reality, I think there is lots of room for arguement. Big ships made of asteroids and comets with nukes as weapons and propulsion..
I remember when I played it last night the Kol needed 300 experiece to get to level 2, but that is 50% more so maybe my memory is incorrect. I loaded an autosave but it said 200 exp points for level 2 Today even though SoaSE indicates the mod is enabled it is not cause it all seems default. Although I have disabled the mod and re-enabled it and the one of the later ones to see if SoaSE would load the entity files fully. I do not know what SoaSE is doing with the Gameinfo in the mod
With the first version there was no fleet supply increase on Large Fleet setting!!!!! I did not test the others. Also I tried leveling a Sova up for the extra squadrons and it maxed at 6. The thing I notice most is the slower leveling and the increased antimatter. There seems to be so much AM that the caps never run out as they get higher up in experience. Some things for consideration: AM stealing destroying abilities of ships like Dunnov might require buffing, as
looking at it now thanks :D
Link doesn't work. :( Wanted to see want 1000 lrms could do
How would treecats fit in? :D
Just make sure to move the maps you make with gf to the main program galaxy folder after gf saves them to the custom map galaxy folder (which SoaSE only seems to load maps made from the ingame map making tool). To find these two folders of the same name search for galaxy.