I like that corvettes are a good early counter to lrm (everything else notwithstanding) but what if their passive abilities were active and required a small amount of anti-matter and a small cool down so a hit from a light frigate could really hurt one? (Edit: maybe a long duration/cooldown with a larger AM cost would be better, so the skirmisher's ability could have an effect). If you want to be really fancy, nerf their base damage output but have their special ability also
stein220
Or a spell to make certain areas more productive and change them to the preferred type rather than just change automatically?
Is that from the Sooper Dooper Deluxe Edition?
breaking up your sections into different posts would make it easier for people to comment on (Im still just lurking around to check this game out).
Concentration Aura from the Rapture will help your bombers (you only need to keep the Rapture near your drone hosts for the bombers to get the buff).
I re-checked the file integrity and after it red-ownloaded 1 file, I did not see the lines on 3 different faction/races, so problem solved.
I'm just surprised no one asked me why I wasn't playing as Vasari.
First off, thanks for the Vasari. Now we can go back to complaining about other things. Secondly, does anyone else have yellow lines linking techs that require other techs on their research screens? Strangely, this only works with techs that are one level after their dependency. If a tech is tier 1 and the next one is tier 3, there will be no line. All my research screens are like this. The military one just has the most. <img src
it would be nice if there was some sort of spell to make it buildable again or if it came back in a few turns.
I don't like one early unit being able to counter 2. How much would it help if corvettes were not effective vs. light frigates so you have lf > flak > corvettes > lrf ? having your lf survive longer would mean a harder time for enemy flak, but that might give them an incentive to build lrf. forcing them to diversify more would pull resources away from corvettes, meanwhile they're trying to do the same thing to you. I'm ok with spam being effective
"Badges? We don't need no stinking badges."
[quote who="JJBuck2" reply="5" id="3151126"]Their ship to ship combat is non-existent. Best counter is fighters. Basically any combat ship except flak is ok against them as well, they're really very squishy.[/quote] Actually I believe ogrovs have Very Light armor which flak counters. you'd just have to micro them in close. However, as you stated fighters are best and corvettes now too as someone else stated.
and that they start out that way. I'm all for pirates scaling up by buying upgrades as the game goes on so they remain relevant gameplay-wise, but they just have a huge head start.
[quote who="Timmaigh" reply="19" id="3150153"] Quoting Scudhawk, reply 18I intended it to be a capital / titan research. Selected on each ship individually in the ability upgrade tab (The white star). An alternative to make it competitive would be to make it a tactical or logistics structure that casts it on any ship of the same type in range of it when one of higher level is destroyed. If the structure is destroyed all stored levels are lost. <br /
[quote who="Nehanski" reply="8" id="3149606"] This can be fixed in a number of ways, the simplest ones being scaling the size of the battlefield to the size of armies (so that a skirmish between a peasant and a dog won't take too much time, while a full-blown battle won't be a total clusterfuck) and/or cutting some movement points. .[/quote] I haven't played this at all yet but I'm thinking about it. After watching some of Das's lets plays
Personally, IMHO, I wouldn't consider one titan's bad ultimate ability a strong argument in favor all titan's keeping their abilities. I would rather see the eradica be the only titan keep some (not all) experience/evels since death and resurrection is the Advent Rebels' thing. Another course of action would be to come up with a different ultimate if that were the only reason. With regards to the issue of losing the ti
This is plausible. Having titans not keep their levels is also plausible.
I wonder if the AI could be coded to only use armistice when it needs to retreat and for other simple conditions. While there are other good ways to use it, I'm not sure if the AI could be more creative with it. Maybe in conjunction with a sova embargo, so the sova can regen anti-matter and then use missile pods when armistice is over.
What are your graphics settings at (specifically your shadows setting)? I turned my shadows setting to low along with my buidling settings to high (ship settings are at highest) and that seemed to help with the choppyness for me. I have a Radeon HD 6850 in Core 2 Duo box with 4 GB RAM (hopefully ugrading mobo, proc and ram soon).
A Solanus Adjudicator might make a better tree topper, but you couldn't start decorating until Advent [e digicons]:rofl:[/e]
[quote who="The_Regicide" reply="33" id="3145975"]As I said, they're WAY too tanky. Pirates should be opportunistic glass cannons. If you can field more ships that are better than anything else in the universe, why are you bothering with the pillage. Grab the planet and expand like wildfire![/quote] I agree. This is where i was going when I said turrets should be able to defend against small raids. As it stands now, early game defenses cannot stand up to
How about this? Siege frigates are actually troop ships launching drop pods. The explosions are from the ground battles going on below. Hey, I tried.
[quote who="bilun" reply="23" id="3145279"] Quoting The_Regicide, reply 22This is something I've said before and isn't in the game for god knows what reason. When launching, Pirates should attack ALL players with an active bounty. HOWEVER, the size of the fleet sent to each player depends on the amount of the bounty. ADDITIONALLY, the total sum of pirates are only slightly affected by the total sum of the bounties, and they are primarily affected by the average fleet s
I typically get around 20-30 pirate ships coming after me in the first couple raids. Before it was mostly Corsairs and Cutthroats, but now its more Cutthroats and Rogues after the update. Maybe it's just me but I still consider that quite strong for the early game as it really hampers that critical early expansion, even with a capital ship in the mix. A raiding party that size can destroy turrets and repair platforms.
[quote who="Autocrat" reply="60" id="3144402"]I dunno. Maybe it's me but the nerfing of the titans seems counter productive. They seem feebler and less impressive. Expensive as sin, a significant time to build. . . they should come out of the door swinging but instead it seems like they keep getting damage reduction and now they take forever to level. [/quote] depending on the effects of this nerf, maybe the cost and build time should come back down?