Hm... perhaps introduce a mod that gives Vasari starbases a soupped up version of the Desolator's Disintegration Beam? It is true though that swarms of bombers are way more effective at assaulting enemy structures though. I tend to use starbases as support at chokepoints. Sometimes I'll plop one down at an enemy's homeworld in small maps when I can get away with it.
1Tiberius1
Well, I'll just say that I don't consider Jon Stewart to be 'far left'. If you made a Keith Oberman post, then it would be relatively 'far left' as far as news media is concerned, not counting non-mainstream news casts like Air America and the like. Glen Beck is also an easy target, being totally insane. I'd say you were posting in a gray area, and Frogboy wanted to err on the side of caution. While the Daily Show is a comedy show, and it is rather sad that a comedy sh
You can only get +1.50 as an Envoy bonus at any given planet, whether you have one envoy ship in a gravity well or 1,000. To get the full 10.00 envoy bonus, the other faction needs 7 planets under their control, with one of your envoys at each.
You know, it would be quite devious if the Developers gae a new buff to Space Ponies in Diplomacy. Maybe something completely broken like "Grants Pirate Armor to all ships." [e digicons]:rofl:[/e]
Against the early raids, a starbase and repair structure nestled directly behind it are enough to beat back the pirates. In later raids, they have too many anti-structure buffs. Corsairs cripple the passive regen of starbases and other structures, and pillagers count as Ogrov Torpedo Cruisers with like 270 degrees of coverage thanks to the arrangement of their weapons. So by that point, a developed defense fleet will need to work in tandem with structures to
If you're Advent and have pirates turned on though, leaving your Trade Drones exposed in a star's gravity well can be a good thing. Karmic Retribution means the Diplomacy v1.01 Pirate Empire will blast your opponent with a super armada. [e digicons]*_*[/e]
Subverters are a very good support ship for the Vasari, unlike the bloated and expensive Overseer. They help you quickly bombard any high value target; and the disabling ability works quite nicely, as you noticed. Also, damn, that AI has 67 bomber squadrons... I'm sure a fair number are being deployed by those 4 Skirantras. Still, your Enforcers were going to be picked to pieces anyway. A Devastator with Jam Weapons might have been quite handy at
30,000 credits should give you 750 fleet supply. But the pirates also get a big boos from it. With multiple players launching such raids, the pirates become godly. They currently don't have a limit to stat scaling; so more bounty and mission pay equals stronger pirates. If enough people make some rumblings about pirates, they'll likely be tweaked. I also think that Diplomatic Points should accrue more slowly. Give it a few patches and see where things end u
That is a situational question. Sometimes you want to override the automated target selection for some of your ships. Other times there is a capital ship attempting to flee, and you absolutely want to kill it before it can phase jump away. Other times there is a particular support ship or key orbital structure that you want to remove first. Shield mitigation might matter too.
Oh wow... I remember I broke this down when the forum went nuts and then my post was stolen by gremlins.... Anyway: Relationships are built in two parts. The first 10.00 points come from everything aside from envoy bonuses. Envoy bonuses grant an additional 10.00 points, up to the maximum of 20.00. This means envoys are absolutely necessary to form pacts. It also means your partners need at least 7 planets in their control to reach 20.00 points. &
I think I'll continue to wait patiently for the Dragon Age: All The Shit Is Included Now Edition. [e digicons];P[/e]
Yeah, essentially you want to avoid creating a loop or shortcut in your chain. You can curve and weave it through planets, but you always want there to be only one direction for the trade ships to go. Better yet if you and an ally can make your chains meet and form one gigantic chain(assuming you've signed a trade agreement). One thing I'm not too sure about anymore is if trade port chains can still jump through a single uncolonizable zone. They
You can actually see this effect in action too. Cultural influences and effects operate on a sliding scale, instead of being an on-off affair. If cultures meet at a planet, it is considered to be culture neutral(though the alliegance will increase for the owner of the planet). If one culture begins to overtake the opposing phase lane, any benefits given by that shift slowly start to take effect in small increments. The easiest way to see this is with a Vasari s
Ships all have different armor types, and different damage types that go along with them. For example, long range frigates have LIGHT for an armor type and ANTI-MEDIUM(though it is more like anti-everything in practice) as a damage type. This is why fighters, which have VERY LIGHT for an armor type and ANTI-LIGHT for a damage type do so much damage against long range frigates. Capital ships have CAPITAL as an armor type, which functions(unless its been updated recently) simi
Homeworld as an inspiration for the Advent: the ships, the desert homeworlds, the manifest dominion artifact, etc.
I had them all set to Economist. I figure an Economist Vicious AI would have all of its economy tweaks set up in 15 minutes or less. That also amplifies their income advantage. After that it begins to research new ship prototypes, so that heavy assault cruisers and carriers and whatnot will appear in their fleets. They'll also build a bunch of anti-structure cruisers if you try to wall them off with a starbase.
Yeah, I think capital ships started using their Level 6 abilities by default in Diplomacy. Oddly enough, the first time I saw it was against an Akkan as well. It threw me for a loop. I of course responded by using my own Akkan's Level 6 Armistice afterward. I think they changed Armistice at some point to make ALL ships in the vacinity Invulernable too. I'd want to double check, but I remember before that only the Akkan was Invulnerable. At one point in prev
Eh, but doesn't 2 points in Frontal Shields reduce all non-strikecraft damage by 66% about 66% of the time? It lets the starbase tank anti-structure units with ease. Also, I thought the Disintegrator arrays were anti-structure damage? 71 is almost equivalent to 3 Ogrov Torpedo Cruisers. If it isn't anti-structure damage, then it really should be(considering the base is limited to that one gravity well). But I do think it would help greatly
I dunno man, they send Envoys in my game still. When I was doing a 2v2 with all Vicious AIs they were actually offering pacts to me before I could establish my own. Of course, the Vicious AI has multiple cheats; including those dealing with research times. In 20 minutes a Vicious AI will have full logistic and tactical structures alongside 150 mines in each of their gravity wells. Very vicious indeed. [e digicons]8C[/e]
Stargate SG-1's Replicators all over again, eh? Or, maybe they created some ungodly biological entity ala the Homeworld series? I know the latter is one of the inspirations for the Advent.
Do note that the Advent mines deal the 1050 only to the primary target. For splash damage they deal like 150. Still, they home in from 4,500 range(scout detection range is 5,000; close enough that mines sometimes decloak and attack before the scout can respond-- which totally sucks for the weak Arcova and Navigators).
Who buys games from Target? Unless they're on sale, it is far easier to purchase games elsewhere.
Don't forget that pirate armor is a new secret type that goes beyond very heavy. It actually makes bombers worthwhile though, as they can survive the flak and deal additional damage to pirate ships. Nothing survives the ungodly flak burst of pirate defense platforms though. They cover the whole gravity well.
What is that expression I've heard Australians use before... Oh yeah, Nanny State. Australia is a total Nanny State when it comes to stuff like that. Anything that can possibly be banned, likely will be banned. For those in the US, getting banned in Australia is like a badge of honor. [e digicons]:rofl:[/e]
But Vasari starbase abuse against the AI is one of their greatest strengths against cheater AI, since their ships are far less efficient in terms of cost, fleet supply, and stats/damage. [e digicons];P[/e] One possibility is to start a game with a Vicious AI, then save, quit, and load up the save to tone them down to Hard. This gives the AI a leg up, without the player having to abuse AI weaknesses to keep pace and win.