I am sorry because I actually liked the beta. It's because of the players that I went back to 1.05. I can live with bugs, but when people exploit them when the purpose of beta testing is to make sure the game is balanced, it defeats the purpose. Then add insult to injury, and that there are only 13-20 people online, well...you get my point. If more people would be online, then I wouldn't have to worry so much about the exploiters because then I could choose who to play.
Howdidudothat
Sorry guys, there is only so much of beta testing I can take. After people exploiting the fighter bug, not being able to get a decent game going because no one is on, and all the other stuff, I decided to go back to v1.05. Let me know when a hotfix comes out for the major problems and when more people join the beta testing. Sorry devs. I liked it, but not enough to never get a game in.
Title says it all.
I have had 2 instances during beta of being desynced (and later minidumped, I will send those via e-mail eventually). Anyway, I have noticed multiple players saying they are #1 in mil/econ/whatever, not seeing other teammates movements, etc. I noticed it with v1.05 as well.
@ Kitkun Using the empire tree will still stop you from microing for the 5-10 seconds you need to toggle. What if I am trying to micro the nano-dissassembler and the gravity bomb? What if...etc. @ Annatar You are assuming your fleet and production is at the same planet. For carriers, it makes more sense to have them produced 1-2 planets away so that they can build the units in safety. If you build inside the gravity well, your carriers don't impact the fight immediately and c
I guess my satire was hard to catch for some. ;p Hmm...Was that satire as well? Demanding minds want to know.
I agree with PurplePaladin, when you are in a battle and you have another planet pumping out carriers, it would be nice if you didn't have to leave the selected fleet in order to tell the carriers what to build. As a side note, this doesn't have to be added for v1.1, but it could be something nice to add for v1.11.
Title says it all.
Actually, in one game in v1.04, I was able to build units even though I was in negatives creds/resources territory. My postulation was because the game was getting so large that it had some kind of lag compensator built in.
I like the current fleet supply setup. I have thought of the other way as well (pay for what your are using), but in the end, I agree that the current system is best because it makes your decisions more deliberate - and final.
Not sure if this is a bug or not, especially since I like it. Anyway, once I colonize a planet, I get the "sensors indicate blah blah blah". I personally like this, and if it is a bug, I hope you don't kill it. I know some people were saying they would know which artifact it is and get the artifact prior to exploring - this would be a bug; I have not had that problem. [EDIT:] No, I am not joking. As the artifact system stands in v1.05, my money i
Agreed. It's hard to play "house" rules, when you can activate the bug based on fleet-need/accident/greed. Even harder to enforce. You could threaten kicking them, but they need to lag first...
Alloy says "IP not visable" and is red, which would make me think I can't host. However, I can host with Alloy. BTW, Alloy works great.
The friends slots should have a higher priority than an anyone slot. V1.05 has it right, V1.09 does not.
It is extremely difficult to stop a scout from reaching your inner planets. However, fighters will take them out quickly; Kitkun mentions hangers. If you are truly concerned with killing those little buggers, building a jump phase inhibitor also works, as it takes tech tier 6 for scouts to neutralize the inhibitor effects to scouts. I also find inhibitors useful if you know that your opponent likes kamakazi runs on your empire.
[quote]I'm new to this game but I have a tendency to want to upgrade my planets to the fullest asap. I didn't do any number crunching but I wanted to make the most out of the territory I own sooner. As for someone mentioning the wasted credits piling up, I have the same belief but if someone is not upgrading their planet I am assuming they are dumping their resources into construction a fleet.[/quote] Remember that it takes time for your planets to increase their population. Therefore,
Small or Medium map with 6 caps and 8 caps. Are you playing hermit style? I would have steamrolled you before you got your 2nd cap out. Sorry if my post sounds negative, but I am calling it as I see it.
I would agree with Raging. I have been playing Vasari lately, and with just one lab, I can colonize any non techable planet, no matter how well defended, because I can start pumping out LRMs. Plus on random maps, you almost always get some amount of neutral mines. By the time I have 5-6 planets I have culture and by 7-8 I have trade. And those 4 labs get you the ability to tech Ice and Volc and then you are one step away from phase gates, which I would build regardless if I go RA (of course,
I second CenturionJixra's advice: don't build a lot of captial ships. I have heard some people say that as you upgrade fleet supply, keep your research for capital ship supply at 1 level below. That is, if you upgraded fleet supply twice, it's time for your second capital ship, but no more. You should not be losing a battle with 3 to 1 odds. 1.5 to 1 should easily beat advent. Also, look at your fleet composition, don't build the light frigates. Build the LRFs, and I suggest you get HCs up
@ Snowman - The difference in hit points has nothing to do with this post. Additionally, I don't think anyone would disagree with upgrading the population limit. The point of this post was to show how long it would take to pay off. For instance, if your opponent is 1 jump away, you should not upgrade the planet.
Ok, I think I got it so the spreadsheet can be viewed by everyone, but you have to use this link: [link="http://spreadsheets.google.com/pub?key=pjFYf0VJrUuwlL-UJprAbdQ"]Spreadsheet Link[/link] Please let me know if it doesn't work. Anyway, I did not analyze the mines since I wanted to know how long it will take for the upgrade to payback, and upgrading does not impact resource extraction. The minimum population is the population that the max the level prior to upgradi
Probably because this was the first time I have attempted using Google Documents and didn't know I have to change the permissions settings. If you know how, please let me know, because the only thing I see there is to publish it. If the Google Documents thing doesn't work, I'll just post an Excel spreadsheet somewhere on a random webpage. Oh, and I won't be able to change the permissions settings either until 9pm tonight; Google Documents doesn't like Internet Explorer v6.
Ok Raging, I finished my calcs. My spreadsheet is on google documents, check it out and please confirm I did it correct. By the way, ice and volcanics are different, slightly. [link="http://spreadsheets.google.com/ccc?key=pjFYf0VJrUuwlL-UJprAbdQ&hl=en"]WWW Link[/link] EDIT: Arg. I forgot to subtract the starting income. You'll have to wait until 9pm EST tonight for me to correct the analysis.
Raging, thanks for the post; thanks for the pop generation rate and credits per pop rate as well. I will run a quick analysis to confirm your calculations, but I would say they look pretty good. One thing I would note is that I would use a 1 resource = 3.75 credits. I will run an analysis with both though, because it might be race dependant (for instance, vasari would probably be a 1 resource = 3 race while TEC might be 1=5). As a note, I don't remember what the penalties are (i.e.,
Ok, so I normally play Vasari, and I generally do not rush RA. I usually only go RA if I know I am going to win and I just want to win quicker or I am severly out numbered because my team mates minidumped. Anyway, I played Advent yesterday and after two of my team mates left, handling a 2v4 when the other team had RA was rediculous. I think the nerf to RA is great. I had #1 econ and everything else (ok, that's a lie, I was #3 in metal, but considering I was Advent, it didn't matter), all the