IMO it's fixed the same way a cat might be 'fixed'.
Khardis
By the power of Greyskull, ARISE, foul thread, and walk among the living! Feast and enjoy, for Brains shall be eaten! ... Right. Seriously, it's a very unusual game type, it is possibly the best at what it does, and it's a very good game for being in any genre - but it might be a bit on the slow side for the younger generation. I'd rate it 7-8 somewhere. That being: It is a very good game, but it will not appeal to everyone.
Tried a Marza. (1.09b). Only against pirates, the game was basically over by the time I got level 6, but yeah, it destroyed the entire pirate fleet at the pirate base on its own. In one barrage. (It jumped in first. Half the fleet was done by the time the rest of my fleet got there, so it could be it couldn't do ALL of them on its own, but it sure did a lot.). It does seem a tad excessive. It didn't seem worthwhile before but this is a bit much.
A possibly better name for the interceptor frigate (sounds like it interceptrs fighters) is 'customs frigate'. However, a mainstay of science fiction is stealth and cloaking devices, which is currently lacking in SOASE. So I'd like cloaking device ships of various types. :D Wether they should be like submarines - long-cooldown torpedo barrages, for instance, for their alpha strikes and subsequent getaway - and how to detect them, is details I leave to Someone Else. (My favourit
Make the missiles have a decent miss chance; that way it needs teaming up with an Akkan to reach full potential. (Especially if the akkan's range bonus also helps). I haven't seen it at work yet, I've only used Marza's pre - 1.09. I'll give it a go and see what happens. :D
Before talking about additional changes, there's one change in the beta that directly impacts this: Augmented Defence Grid. (Advent, +5 tac slots per upgrade, 2 upgrades.). Why is this not enough to make defences viable?
Carriers are not necessarily too powerful, although it is not uncommon to see one pass of bombers / fighters take out almost any ship. However, anti-fighter ships are too weak. I am not sure the best solution is to just up their damage, though - if possible, making the fighters break off their attack when under fire by one, so they actually perform a defensive role, might do the trick. This is somewhat anecdotal, but a friend of mine and I often play vs. AI, and he uses a fle
Solar systems are not to my knowledge chained. Nor are there usually all that many of them for that to pose a problem. If this is home-made maps, an option could be to have gateway worlds (as per the map 'gateway') where a star leads to one 'gateway' planet (desert or terran) only and not 3-4, so you can chokepoint the heck out of it.
I don't think there exists neutral planets, as such. Even 'culture killed' planets are actually killed, if I remember correctly. The population becomes so fed up with their culture they perform mass harakiri, apparently. There's no wonder that you need serious culture dominance for that to happen. :D Still, culture seems to play a very decent role allready. 1: Solidifes your hold on your own territory (harder for the enemy to colonize worlds in your 'sphere of influence'. 2: Inc
Like the OP, I just did a vs. 3 Hard AI's. I wanted to get the vs. 1+2+3 Hard AI's award thingy. I usually quit when the game is decided. The first AI I met I aggressively pursued an alliance with. I set up a border, fulfilled the requests quickly so I would get a new one faster, etc. And I did get a trade alliance, cease fire, eventually peace. The demands later are at times impractical - destroy X installations from the player furthest from me that I'm not
Three notes: 1: The requirement is no frigates or cruisers, so you CAN build strike craft on your capitals, or hangar bases. 2: If you want to expand at all (usually not that bad an idea) you'll want to go with a colonizer capital first. 3: You will want a ship that is good at dealing with 'hordes', as such the dreadnaught/ desolator style ships are an advanatage. My personal favourite for this task is the Vulkoras Desolator, its phase missile swarm will deal with frig
The greatest of the advent's sins was, though, that on first contact, the TEC's attempts at trade didn't work. That was the one truly unforgiveable sin, to them, and what caused their exile. Anything else could be forgotten by the Trader Worlds, but that defied their purpose; their raison d'eitre, and it had to be expunged. Not only did they forbid contact with the Advent, which had not even attempted to make contact with the TW, they conquered and then exiled them. Oh yes, the
BTW, what is this about locked teams and such? Do missions for one computer and he'll ally with you quickly enough. Sometimes a bit of a gamble, but I've had cooperative treaties with AI's last throughout the game. And I've had them broken. But the system seems to 'work'. At least in 1.05 with no mods.
Only partially agree with Marlowe there, I think Vampire: Bloodlines were extremely good even if it does have a twitch element, but other than that it was a very real RPG. It also had a crapload of bugs though. :S (But that seems to be mostly ironed out now.). Diablo 3? Mmmyeah, might be worth a look. It'll probably be out in 2-4 years so I don't feel like being excited just yet.
The situation: I have a fleet moving around. I have Returning Armada and phase tunnelers. The question: Is there a way to get the returning armada ships to automatically join a fleet that isn't in-system, or go to a 'rally point' ? I would expect selecting the phase tunneler and right clicking the fleet icon, like you can do with shipyards, would work, but it doesn't as far as I can tell. As such it's a pain to gather the returning fllet.
Size matters. I believe this is a thing worth considering: Distance from capital system reduces income, but NOT the income of trade routes, only planet-based income. 6 planets away, you will normally (without culture) have just 40% normal income from that planet. The opposite is true for trade ports. The larger your empire, the longer your trade routes, the larger the income from the trade ports. A large enough empire - basically, once you no longer want more
SotS notes: Turn based strategy bit (Macroeconomic, not civ-style), real-time tactical. More diverse factions. (Mostly in that each has a different way to traverse space.). Design your own ships. (Always a big plus for me, even if it is more variations on templates than entirely new designs.). Very Big Flagships With Lots Of Impressive Guns. Time limit on battle duration (times out with a draw after some time pass, and 'some time' can be determined but is 2-3 minutes by defau
A big list of improvements. Yeah there's a fair bit of balance things but there's also lots of engine improvements in both AI (ship and player), graphics, performance, interface.. this is definitely not your ordinary 'balance patch'. And it looks like great stuff. I'm a little worried that fighters/bombers become too prominent. They seem to put out quite a lot of damage allready - they've been close to alpha striking capital ships when I've specialized in them. But then, I'm f
I went easy first too. There's a good few things that will help out a LOT - like figuring out that the first capital ship is free so you should get that as soon as possible. (Buy 200 crystal, upgrade planet, build capship factory, build capital ship - which one isn't THAT big a deal so go with what you feel like. Build a few scouts, then build whatever you want. (You may want two civil research stations so you can colonize ice/volcanic planets if that is what is closest to you). <b
The first thing to settle on is - is this 'today + 20 years' style space combat? There's many things to consider. First: Why fight in space at all? Space has one giant drawback and one giant advantage: There's so much of it. And it's really empty. There's virtually nothing you'd want to fight over. As far as I can tell, until further notice it'll be an extension of planet-bound warfare, and so the weapons used will be of a rather boring sort for this sort of discussion.<br
It is worth noting that it'll refuse to fire if you've destroyed the planet allready. This is not normally a problem, you'd think, but novaliths set on autofire will destroy planets without updating the map with that information. Incidentally, one of the few times I used one I thought it only had range within the star system. When I put it on autofire I learned differently. WHich brought a smile to my face. And a frown: How do you defend against those things?
Well.. there's two major options. The first is most common. I'll name it the rebellion option. The Vasari were experimenting with another form of population control / artificial slave race that got out of hand. Either cybernetic control chips or an artificial rase or a control virus got out of hand. This is the least likely, in my opinion, even if it is in character for the Vasari. If nothing else, it should not have happened fast enough to prevent any message getting out,