You should not expect maturity from ANY kind of clans.
kwm1800
Yes, I looked up the buff and ability files and found out it does not work on ultimate abilities. Wow, why do we even bother to have TEC cap ships other than Kol and Mazda? Let me investigate this issue further.....
Wait, does flux field have limitation on number of ships effected? (OMG even moar crappy Dunov for us!) It should reduces antimatter cost by 300% in radius of 3000ish. And yes, my Kol was in radius before activating the field, and still required same AM amount.
It is 1.12. Try yourself.... It does not reduce antimatter cost by 300%.
Ah.... I cannot remember now. Search around Stardock forums and there must be mention about developing multiplayer. .....nevermind I found it. By Brad : ....Ask any game developer whether they be at Ensemble, Paradox, Firaxis, or Big Huge Games, most people play strategy games by themselves on a single computer. What % that is depends on the game. But on a TBS game, I would wager that greater than 95% of players never play a single g
Based on fast setting...... 6x all dps of any kind. 1/3 on research time. 2x on any kind of income. 2.5x ship speed 4x speed for phase jump. With this game will be finished quickly, regardless of the size of the map or limitation of player number.
To be honest, SOASE is about as bad as DoW, which is quite acceptable for me. You guys must realize that more than 90% of people buying computer games in general DO NOT play multiplayer, yet (according to Stardock) making a reliable multiplayer system may takes 1/3 of total budget to create a new game. This leads a conclusion that, from dev/publisher's view, investing on multiplayer feature is the least effective way to gather people. &nbs
[quote who="Annatar11" reply="7" id="2000904"] Well it is alot but it's a tec fleet they ahve the lowest damage of all ships. They also have the most ships by count.[/quote] In theory, yes. In reality, no. I am pretty sure reality is the one affects our life first, not theory. I hardly remember my ships had ever outnumbered enemy's when I was playing TEC. And I am not sure whether it is really over
[quote who="Cataclysm2000" reply="4" id="1999493"]If you do the above method say good bye to multiplayer, even on LAN[/quote] Hmmm, why? I have no problem so far.
Instead of increase of accuracy, can we have increase of damage instead? (Maybe not in current number, instead 4% 8% 12%) Other than increasing the range, it is close to useless and currently Akkan is only worth for let your whole fleet escapes easily (level 6), colonizing and countering channel abilities.
Oh yeah, Advent does not have them. I suddenly forgot that fact. XD
As I said, make the flak effective counter to LRFs (like they were in 1.05) by giving them anti-light (not very light), 150% buff to against very light, and maybe slight buff to light frigates would be much better than just nerf the carriers. By the way the flak frigate is essentially cruiser since it uses same armor (Heavy) It means light frigates will eat them hard.
You know what ravok..... how about using 'proper English' instead of using 'internet English'? It is just plain painful to read your writings; using 1337t language can be useful in short paragraph, but not good for long ones like you wrote.
Most of [_] clanners are good (for example krunk).
I'd say Advent mothership's shield regen is 4x more overpowered than Mazda's missile barrage (and hey regen is not even level 6 ability!)
The title says it all. It is not like the size of 50ish mb. The biggest map of Sins of solar empire is merely less than 500kb, others are much smaller. Even ancient system like battlenet (1998) has this feature. Most of FPS, in which the size of map is about 20mb, have this feature. Currently there is no multiplay with custom maps because people just do not want to close game, open browser, look for the map and download it into correct folder.
FYI in 1.05 flaks worked quite well for LRFs counter. They ruined this by nerfing flaks for carriers, thus making unfortunate consequences (flaks not being viable counter to LRFs) Actually I had less worries about LRFs in 1.05 than 1.1. In 1.1 you need to mass LRFs no matter what you do, and you must go for carriers thereafter. The importance of LRFs got greater, not lesser.
I don't know, this is space so it can be airforce as well ;p Ah, mja5000, do you really know the type of weapons? If you really know about how damage type works, you wouldn't post a such thing. Both flaks and carriers are heavy, and LFs does anti-heavy damage, that means against carriers and flaks they do 150% damage. Flaks do 25% damage to LFs. Both fighter and bomber do 50% damage against LFs. With similar money, LFs will tear apa
"Yes, that is exactly how strategy works. You need to have a balanced fleet and that is exactly what patch 1.12 was all about. You need carriers to kill LRFs, you need LFs to kill Carriers and you need LRFs to kill LFs! That's exactly what I want because fleets will be about maintaining a good balance to reflect what your enemy is producing." See, that does not work that much. Notice I said "you have some sizable amount of LRFs already." The fact that individual ca
" LRFs dominating the battlefield ended with pure fighter spam" Do you see this sentence? While they are not overpowered as pre-1.1, but they are still the core problem of the whole balance. Because of them, the counters for carriers, light frigates, DO NOT WORK. See, once you got the carriers with fighters, you can easily rip apart LRFs, but then to counter carriers you are supposed to build a light frigates. Wait,
Oh btw plz DO NOT SAY light frigates are only for early stage only. There are some researchs for light frigates in LATE game which make them as a (supposedly) counter to support cruiers and carriers. But it never works, since they die like flies in front of LRFs. We need to put massive number of LRFs out of question to make light frigates being viable in mid and late games, which they are supposed to be still useful to make.
And obviously you did not read. Where the hell I said they are unstoppable? I say early gamer ender, not saying "they will omfg wtfown you" And don't fool yourself; other than new players, most of them are just going for mothership and that's the cap for the illum spam. And given the fact that relatively easy access to carriers and guardians the things got much nasty. The problem of illum is that the fact that they will wtfown ever
Simply put, now games take too long to finish. I can't play online anymore, else I would spend more than 3 hours, killing hundreds of mines and extra defensive structures (By the way Vasari missile platform is just pure cap killer now. Try it if you don't believe it.) <span style="font-size: sm
No Dev's thoughts posted yet?
I see, such solution works, but there are still some points left. But this really does not cover the fact that without massive range increase, Starbases cannot cover enough size of the grev well. A wise player will pick the fight outside the range of the starbase to reduce exposure. Of course planets will be still vulnerable to bombadment and structures outside of the range will be still destroyed. I agree something needs tobe done with phase inhibitor.