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Wandomvandom

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Just tested Garda vs Kanraks in small and large numbers. It was clear that Garda were shooting at the same missiles, and their turrets were tracking targets that were already being shot at. As a result, scaling the number of Garda did little to stop missile barrages. PD bug needs fixing, again.

2 Replies 1,872 Views

The Iconus Guardian Shield Projection auto-target is very inconsistent. For example: When a Guardian protecting a ships shields go down, it can take 4 seconds, or 4 minutes for the next Guardian to target the ship being attacked. Tested on the test edition with 15 Guardians, and a single target that was being attacked by a lot constantly.

0 Replies 1,131 Views

If there are enough capital ships in the list to scroll down, the Auto-Pick Ability button no longer works properly. The bottom half of the button will select the ship underneath the button instead.

2 Replies 1,349 Views

I also think it is an issue when jumping. I recall a while back cancelling a jump last second, and the entire fleets strike craft wouldn't relaunch to engage the enemies that just entered the gravity well. Also the workaround has an issue, clicking 'launch' often recalls the strike craft back, rather than only just launching those stuck in the hangar.

6 Replies 2,240 Views

The topic of capturable structures reminds me of the ones in Rise of Legends. There were ones that would let you build unique units from them, ones for extra resources, ones that would heal friendly units around them, ones that would spawn units from it for free (sometimes capped to 1 unit alive at a time), ones that would let you hire mercenarys to fight for you for a small amount of time(much like replicate forces does), a few small turrets, some that grant special bonueses for different ra

20 Replies 46,592 Views

[quote who="Ryat" reply="15" id="2117399"]Back to topic. I like the idea of a flagship that allows for an upgrade for the fleet. The downside is this vessel will be targeted more often than not and will die quickly. [/quote] Let the flagship have a higher shield mitigation to stop focus fire on it from working aswell. Sheild mitigation is teh reason you dont make entire fleets focus fire one target at a time because it becomes inefficient as the more fo

25 Replies 16,653 Views

K instead of editing my earlyer post a hundred times as new wierd stuff happens I made a new one. After I got it working it I saved my game at start an came back here an cheered then went back to load my game that I had just saved. Well after teh load bar entrenchment minimized an the stupid vista "it has stopped working" report poped up. But I went back to the minimized sins game which aperantly had died an for some reason it was playing normally. Not sure if it will die in some time

44 Replies 132,979 Views

[quote who="FallenFantom" reply="16" id="2079789"]having an issue where after i create a map and save it, when i start it up in game nothing has spawned, no planets, no stars, and instant defeat... tried several maps and same issue, all the maps are brand new and made with forge 3. any ideas whats up? [/quote] Ya had the same thing happen to me. Hopefully it will be fixed by morning or someone say whats wrong.

179 Replies 675,322 Views

I really dont want to fuel this debate so late when it should have gone on a few months ago. I do agree though that when I first saw teh vasari starbase I just thought it was some kind of joke. Like they were never going to use it and they were going to put some huge king base to replace it in the next update. Well I was disapointed and had to learn to live with it. Id just imagine that the ball thing on it didnt exist as it looks comical as it moves around the grav wells just hanging there l

50 Replies 11,411 Views

Has anyone found that against ai it is better to set ur vasari starbase at chokepoints to not move? That way you can have structures supporting it and not leave it vulnerable at teh edge of wells where it can get surounded far from your fleet at times. Its great to let it roam free and kill everything but keeping a leash on it seems to work better when turtling. Thoughts?

31 Replies 16,946 Views

I like this fuel and arms idea. Id like to see the use of strike craft more heavily reliant on the use of telling them when to dock and so on. We have teh option to but noone ever does because it serves no purpose. Strikecraft should stay free to repair but make building/rebuilding them much harder. As for teh tactic that they sit on the edge of teh gravity well and launch them I think is a very good tactic that should stay. Though I think right now is the problem of the strike craft respawni

50 Replies 91,446 Views

[quote who="Tridus" reply="1" id="2062120"]Far as I can tell, it is. Probably to make up for the extra size of a star and not being able to put other tactical structures there as support. Throw a couple of 20 squadron Advent bases in together and you can do some real damage to anything passing by. [/quote] Yea had that one game and once u get those up there is no going through that star without taking massive damage. Also you wouldnt ev

16 Replies 3,686 Views

I like teh privateers idea and might it be possible to buy unique privateers for your own empire? So an advent player who takes the base and buys a ship gets a cross between the class of ship he bought and its pirate counterpart. I think itd work nice if the ships got something like 75% of resources from orbital nonmilitary structures, 50% from military structures, 20% from planet bembing damage( so the resources from the upgrades that the planet has gotten+ a little more), and 20% or less fr

35 Replies 68,875 Views

[quote who="alway" reply="10" id="2061484"]Another thing which you cannot easily take into consideration for 'best' qualification is a hidden bonus on having additional strike craft. First of all, say you have a squadron of both vasari and advent, both fighter and bomber, a total of 4 squads. Now, the vasari fighters may kill the advent bombers faster than the advent fighters kill the vasari bombers if they were all immobile and in firing range. BUT, one must also take into account that the v

14 Replies 27,335 Views

Dont the advent carriers cost more and take up more slots? I know your not using /resouce or slots values but I always thought that always ballenced out their 1 squadron bonus that they have. I know very little of that math behind all this (never my best subject), but wouldnt it be better to take into acount how much damage is dealt against fighters and bombers from anti strike craft wepons? Say if one shot from a flak does 39 dmg to a 40hp advent fighter. It

14 Replies 27,335 Views

[quote who="Aelya" reply="6" id="1995510"]/signed Absolutely agree with OP. Defensive structures are so often pointless since enemies can just roll right on through and wipe out your core worlds, laugh at you, then call the game. And no one has the time or resources to build up stellar defenses at every single planet. [/quote] Agree totally. Starbases are very exspensive and give very little. The least you can do for someone who spent t

16 Replies 6,137 Views

[quote who="HikerRemastered" reply="1" id="1987543"]I totally agree, and further more I suggest for a new Game Option to be added. Mines or no mines! They really suck. [/quote] Even if its just a temporary thing for the beta. I cant get into a game where I can test out certain exspensive weapons because the stupid ai fills the map with mines an lagifies my game. So far I agree that teh tec mines are the closest to being ballenced in the way that they ar

11 Replies 20,453 Views