Sometimes I wonder whether the game would have been better if the resources had been limited, as in most RTS games. That is, there would be a limited amount of resources that could be obtained without the need for a refinery. The economic system still seems to show the effects of the game having been designed for limited resources, I doubt that any of the patches have taken this properly into account. If resources were limited another change that would be necessa
DesConnor
What I find cause for concern about Resource Focus and refineries is that I suspect that the parameters for these were established when the game still had limited resources, and have never been altered subsequently. Resource Focus doesn't make much sense as it is, but if prices were being driven up as players needed to buy all their resources, then the technology would become substantially more valuable.
Can we have an update on the progress of the map pack?
However, boosting the cooldown times by 5 seconds doesn't produce the same number of squads... you would need to implement cooldown times of 40/50/60 seconds to achieve that. Level 3 of Scramble Bombers would still be stronger than the L6 power Anima Tempest, because of the extra duration. The single squad launch was meant to be the drawback that prevented Scramble Bombers from rivalling Anima Tempest. With a multiple squad launch a reduced duration wo
Hello Kryo. The last update was the sync bug fix, a slightly unplanned update which followed the problem with the bug reports being ignored... With the sync bug fix, we were told what was coming, and you asked for help with it. A good pattern to follow? If you have any surprises for us, no problem, keep them under wraps until they're ready. However there's a great deal of scope for contribution in existing areas, if only we knew wh
Have you got a replay of the 2v2? I would find it surprising that a player could win a 1v2 against two competent opponents simply by the use of Clairvoyance. Extraordinary, even. There are several reasons why the Revelation is considered a poor ship: -The best ability, Reverie, will not have as much effect on a carrier capital, the most common choice in multiplayer. It is a good capital ship killer together with a fleet, like Ion Bolt- but your own capit
Yeah, I appreciate this sentiment. If they were able to pre-release a list of proposed changes for comment by the community it might be reassuring. This has been done for other Stardock games and the comments helped to alter the nature of the patch. Obviously fixing the few remaining bugs- normal start, bounty on trade ships, trade ports at stars and the Deliverance Engine?- wouldn't be improved by community approval, nor the many streamlining changes
No.. Scramble is far better than Anima Tempest: Anima Tempest 7-8 squads, 75s 150AM Scramble Bombers L3 3 uses 9 squads 120s 150 AM and there will be all 9 squads for 50s- compared to the 75s of the entire duration of Anima Tempest. Scramble Bombers L2 3 uses 6 squads 120s 150AM and there will be all 6 squads for 50s.... the second Level of Scramble Bombers is equivalent to Anima Tempest, thats allowing a L3 capital the equivalent of an ultimate. Also, Anim
The problem with Scramble Bombers was misuse, it wasn't optimised for gravwells with fighters, where the better alternative was to use fighters and heal with strikecraft repair until you had superiority. If its preferred to spawn several squads at once, fine, but the AM cost and cooldown should be in line with other abilities. If it was 75AM and 60 cooldown then you'd have 6 squads for 2 mins for 150AM compared to Anima Tempest 7-8 squads for 75s for 150AM. Though Scramble w
Along with the adjustment to flak making them more deadly to LRF I would make them more deadly to bombers than fighters. This would make them escorts to capital ships, rather than to LRF. Also, I doubt that LRF need a buff against heavies. Is there a bug with the Deliverance Engine? It doesn't seem to have much effect on a target planet. If a planet was at 60% and losing allegiance, what should a Deliverance Engine strike take it to? This may be
This takes so long, even more kudos to Sage for the original. If only flak would defend capitals from strikecraft, rather than LRF, then the abilities would matter more than the bomber fleets on carrier capitals... Kol Battleship- ship has no passive, abilities are AM expensive Gauss Rail Gun ** needs a large AM reduction, a huge range increase would add character. The Kol is a battleship, the ability is poor compared to Radiation Bomb and Phase Missile
Indeed, badinage is one aspect of the online game that it is diffcult to prepare for against the AI, with its "your planet will be mine" sallies. Some find it difficult to step up from a mere exchange of pleasantries to outright raillery, and may react badly to a well-chosen epigram. I myself, early in my online career, was accosted by a particularly caustic rhyming couplet, when I had only taken a single roid. However, a lack of repartee needn't be insuperable. The
A few players seem to have the attitude that multiplayer might be better without mines, as they cause lag, and any increase in effectiveness might lead to them being deployed by players, rather than just AI. A severely restricted number of effective minefields would seem better than many ineffective ones. Naval mines were very dangerous to ships, but they were mostly limited to restricted waters close to harbo
If you want to play team multiplayer games I'd recommend that you try more difficult single player games first, perhaps a 1v1 against a hard AI on a map like Centrifuge. Standard multiplayer settings are to have pirates off and fast/faster speed. The level you are playing at is lower than the AI that replaces a dropped player in online. If you'd prefer just to go straight into online then you should consider playing a few team games versus AI, rather than team vs
This did seem more than a little off so I tested it... what is the effective bombardment rate of the platforms? It seems more like 2.0/s than 20/s, which produces more reasonable results. Then six platforms would only produce 780 extra damage. However that is more than twice the damage to an unimproved roid, and at a typical planet/improved roid level of 2500-3000 health the first level siege platforms on a first level Vulkoras would be about 66% as effective as
I'm not sure that this works, either. I'd list it as a probable bug. Can anyone provide a replay of it working? From my understanding, if you had a -1% culture rate on a planet (already lowering the target planet), then you should get a drop on hit of more than 50%. That doesn't happen. So either culture is bugged, which is possible, or the Deliverance is bugged, or my interpretation is wrong..? It might be to do with the entire method of
I've become more familiar with the Revelation recently, I wish I hadn't. Why is it rated higher than the Dunov or Marauder, both of which have useful area of effect abilities? The best ability is Reverie, but that is another version of the Marauder's Phase Out ability- which also has a defensive use. I'm not at all sure that Reverie is the better ability. However best abilities shouldn't be boosted first. Clairvoyance is situational, but to get the most
Looking at the summary of the updated ratings for the capital ships by ability, you have the Revelation as the joint worst ship with fourteen points- tied with the Akkan..? This might even overstate the Revelation, which is an awful ship. Sometimes I'm not sure about the results of theorycraft but a siege of an undefended planet should be more open to a theory approach than most problems. From the figures you've provided- and I am not happy at all wi
No, not all. Rationalisers are often more immune to irony than they are to therapy, though. Unfortunately, its more often ironists that need therapy, and though I don't mean to imply that you need therapy yourself, if you do I wouldn't want to put you off. However I feel I must warn you that therapy tends to be more effective for rationalisers than it is for ironists, as irony is a far more difficult problem for therapists. Ironic, but there it is.&
It's a bug, edit the title so that there's a [Bug] alert. Either the display is wrong or the income isn't being added, and they are both bugs. It might even be one of the few bugs, as opposed to many balance issues, left in the game. It seems to affect factions other than TEC as well. Where do these players come from who want to rationalise every bug in the game, I got the same response when I pointed out the normal start extractor bug? It must be a holdover fr
Pasquinade is a 4v4 so that's one less 3s and one more 4s.... it's unfortunate that the links on the newer contributors maps don't work, that's what I was concerned might happen. Can we have a taster for Pandaemonium?
Could you take out all of my maps without the [MCG] tag please? I have requested this a few times. There should only be ten of my maps left, all from the download in reply #106. Sun of the Joneses should be a 2v2.
Thanks for this summary Sage. You've left out the Halcyon's ultimate for the max squads- shouldn't you add that in for L6 and above? Could you make a comparison of Anima Tempest to the revised Scramble Bombers? While Vasari used to struggle, especially on maps without many neutrals, the scout changes and the upgrades to their LF and heavy cruisers were always going to help, as was the elimination of the Illuminator bug. I'm not at all sure that it is clear that Scram
Here's the single download for my contribution, just ignore my maps without the [MGC] tag please: http://www.datafilehost.com/download-3bcb2fa5.html Also, can you make a manual copy before you compile and submit it to this site? I know it can take months, but eventually it'll be posted, and sometimes you encounter players who are happier with pre-vetted downloads. Plus it means that all the map
There's some advice that you might find useful for single player here: https://forums.sinsofasolarempire.com/378913