Teh bidding war does need to be fiixed...when playing against any purple colored(difficulty) AI, you cannot meet the bids because of the ecoboost they get meaning you will almost always automatically lose. (the bidding war and the game) This is because they are alwasy attacking you and the ai alwasy jumps in at that point (which is good strategy dont remove that)and the pirates are so tough that the first raid isnt destroyed and a second one is on its way!!! <
SwerydAss
the desyncs are happening just as frequent in entrenchment 1.05 as diplomacy 1.0. pretty much unplayable
sounds good to me
pirates just need to not be able to defeat a fully upgraded star base..... The whole concept of the starbase was so we could all stop moving armies around like a chicken with its head cut off remember.? Now my starbases feel cheap and useless
[quote who="kafisher" reply="8" id="2502091"]Just started a multiplayer game this morning on the new .95 Beta 3 build and my friend and I have a serious desync issue. At one planet, he saw the pirates attacking and I saw nothing though I had vision. Everything was normal. Also I saw pirates attacking one of his planets, we were allies, and he saw nothing. Will start using the dev .exe to try and help out. [/quote] every desync we get is
[quote who="Ryat" reply="1" id="2533742"]I guess this is your way of saying you are going to nerf the pirates somewhat just dont go overboard please, we do want some power to them [/quote] agreed
[quote who="Mercury Joe" reply="54" id="2533068"] Quoting Shuazoid, reply 51 i think there a few good fixes to the problem. 1 - Pirate strength is proportional to bounty. So what happens is that every player bids an amount as a sort of 'contribution' to the pirate supply. After time limit - pirate attacks the player who paid the pirate least with a strength and fleet size that is proportional to the total amount of contributi
every game has desynced for me as well with no warnings
1. I think that mines should be destroyable. They should still detonate when destroyed but their range should be large enough so that only LRM/cap ship/carrier would be able to hit them without suffering injury.The explosions from mines should damage(50% per hit) or destroy other mines which could make for some cool chain reaction type strategies and stops people from piling up mines
Maybe neutral mines should only be able to be taken over after a starbase is built in the gravity well?You would still have to use the other ships to control them.
thnx where do i do that?
1. I think that mines should be destroyable. They should still detonate when destroyed but their range should be large enough so that only LRM/cap ship/carrier would be able to hit them without suffering injury.The explosions from mines should damage(50% per hit) or destroy other mines which could make for some cool chain reaction type strategies and stops people from piling up mines in one spot since destroying one will destroy them all making this a Costly mistake
Me and a friend just startedplaying the beta and we noticed that the starbases do not build their upgrades when i buy them. The one just sits in the bottom corner as if its building but nothing happens. I see that oterh people must beable to do it since i read reviews on how the upgrades work. Also the AI was able to upgrade even though i wasnt:(
This is NOT a good idea. If the Ai is prioritized to destroy the inhibitors first they will always be destroyed making them useless.
I have also been getting this its more a bug that they dontgo the unexplored planet near them (evenin home system ) but instead take thelongestpath toone that is unexplored
[quote who="rankothefiremage" reply="6" id="1912354"]Maybe i should word this more as a "defend lock" command so unless it is unlocked they stick close to their escortie rather than following other orders. -G [/quote] i see what you mean. that is a great idea. It would also be nice though if you could right click on a friendly target(including structures and planets or maybe even allied targets) to temporarily defend it as
i definitely think there should be a defend button as in idea one . the third idea is the same actually since you would be able to select the units you want to use as defense and just use the defend command on the ship you want them to defend and the others should still be in attacking anyway. To zeroibis.. the division system might get too complicated it might be easier for someone to position the ships in a formation ingame and then having an UI butt
one thing i would like to see added would be a quickbar that would have all the special abilities of the selected units available to click on this would make micromanaging in large battles more user friendly
I think the actual bug is that the planet is not supposed to be colonized until the pods reach the planet.That is why the bonuses kick in then because your not supposed to own the planet or upgrade it until then.
With my idea above the ships would not have a time limit but would leave when the enemy leaves the gravity well. Also they would not be able to leave the gravity will they were summoned in and not be able to be scuttled. I would also eliminate the cost completely. RA would also be only be cast once for each time youare attacked.
I think the current use is not good. It should summon 3-4 ships with no charge that leave the game when the threat is gone. this is what i thought it meant to begin with anyway since the explanation of the ability is vague.
the mission system should be slightyly changed. You should be givena choice to acceptthe mission. if not accepted you lose favor. if accepted but not completed(at all) then a loss of favor. If more than 50% completed then no change in favor and completed obviosly would still raise it.
i thinkjthe capitla ships arestrong enough but they should position themselves better in battle so that they use the most firepowere. I would be cool if you could designate a ship to be the leader of all fleetsand thatshipcould go to level 12 andreceive another ability at that level depending on which race your using notwhich kind of cap ship. this would give 5 different possiblities per race onwhat ship it can be making the fleet more customizable. Any ideas for the last ab
Why do the navigators not search the planet adjacent to them when on autoexplore? they always seem to take the longest route to an undiscovered planet.
You dont even have to take out their homeworld. I was playing a huge(multi) 5 galaxies and the AI gave up even though they owned an entire galaxy.... Of course me and my ally did own all of 3 galaxies.