could there be a general build queue volume setting in the audio options?
stein220
teaming scouts with flak can help speed up the mine clearing. edit: I thought the massive mine behavior was fixed in Diplomacy. Perhaps an alternative to disabling mines would be a lower limit on how many can be placed in a gravity well so you have to be more strategic about where you place them. I actually observe the AI doing this, placing mines around key structures. Would 5-7 mines fields be reasonable? Has anyone tried something like this in a mod?
I've seen this too. titans do act strangely and sometimes they think they are in range when they aren't. I often take them out of fleets and micro them separately because of this. FYI, a Sins fleet is a group of ships that you have grouped together and set one as the leader, so when you click on the fleet icon above the leader ship, all other ships in the fleet are selected. Not everyone uses this, but it can be convenient. Engagement range is a set o
All this talk of probability made me wonder, if the dev's can't fix the techs with probabilities, maybe the Return of the Fallen should just activate on every 10th or 20th cruiser you lose (similar activiation for reanimation) depending on research level. It would be more predictable and we wouldn't have to talk about gamblers or fallacies. But perhaps Sins wouldn't be Sins if you didn't have deceptive percentages and fuzzy math.
[quote who="Greg30007" reply="7" id="3127559"]I think pirates should attack all players that have bounty on not only highest one and with force proportional to the bounty players have on.[/quote] yes. While cutthroats do go after trade ships, i have never seen pirate corsairs just alternate between attacking defense platforms without destroying them. having a starbase up for a low level raid works fine but large raids can get ugly. These days, having pirates on i
[quote who="Volt_Cruelerz" reply="11" id="3127127"]What exactly do Return of the Fallen and Reanimation do? From what I've gathered, RotF sounds like the one that is supposed to make dead ships reappear at your homeworld whereas reanimation would revive them in the battle itself. I've also heard people talking about clones of ships or gaining control of dead enemy ships? I'm also not clear on what Mass Communion does.[/quote] Someone correct me if I&
Did you have roughly the same number of planets as the AI (assuming a 1v1) and did you get your culture up as early as possible? You can eco as advent somewhat if you expand and get culture out quickly to raise your income and make it easier to get trade ports up. then you have to use your military to put pressure on the enemy. While the differences aren't as clear cut, I'd say that the advent rebels might be slightly more conducive to turtling (or at least slowe
[quote who="Yottsu" reply="19" id="3126598"] Quoting Teun-A-Roonius, reply 18I have to love it when the TEC Rebel Titan responds to an attack order with "Eradicate those filthy rats!". The first time I heard that I couldn't stop laughing. I get a warm fuzzy feeling from one of the ALT's attack quotes - "Their worlds will burn in the Unity's flames!" I hope that this does not make me a bad person. [/quote] that warm feeling is from
i can see how bombers would be helped in that case and they certainly don't need any help. a number of other tweaks would need to be made like ability effects and durations (especially for support caps) to maintain the balance, which is an issue now without other changes.
What if we had a rate of fire/healing speed setting in addition to the other ones like ship speed, income, research, etc. (maybe throw in AM regeneration as well) It might make games go by a little faster if battles (especially early expansion) could be resolved sooner. Im thinking that the current rate would be considered "normal".
wow, i left out a word and thus was really unclear about my meaning #2. i meant that the the TEC rebel corvette VOICE is different (and better). they weren't saying "the bigger they are..."
1. I just finished a 1v1 vs unfair AI as advent and when I won, I didnt hear the lady say that the unity was victorious, not even once. I'm glad it doesn't repeat over and over, but can she just say it once? 2. I noticed in a previous game that the TEC rebel corvette is different (and better). Is this my imagination or was it always different from the TEC loyalist? I could have sworn they were the same initially.
[quote quoting="post"] 2) Pirates as slider bar. Rather than a pirates on/off, something where we move from 0 to 1 in terms of pirate strength and upgrade speed (similar to Neutral Colonies slider in Galaxy Forge) would be nice. Even as I type this, I am thinking back, and this may be something that was added as different steps (Off?Easy/Normal, etc... I'll have to check) [/quote] It wasn't added, but I wish a
[quote who="Amplifiction" reply="31" id="3124277"] “Knowledge is power”: research that requires one or more points in Knowledge Aggregation. The citizens of your empire rejoice whenever you complete research. They donate resources to encourage further research. You receive X% of the original research cost. [/quote] or have research temples gain a temporary ability to broadcast culture each time a tech is completed, depending on which tree its' fro
Here's a thought. Keep titan research where it is on the research tree (levels 1-4) so we can play with our new toys early. I like playing with titans relatively early HOWEVER , make them weaker but add more techs in the same titan research line (levels 6 - 10). These could increase not only their base stats but also how fast they level and how much XP they keep when they die (as suggested by someon
well, i was just fighting against an unfair AI so i was able to build another without any interference, which is almost more annoying than losing the coronata.
maybe flip advent ones so the loyalists are the aggressors if your sticking with established lore. depending on how many ai players you have, a TEC loyalist economist might also fit.
You just lost a Kol? psshhh. I lost a LEVEL 4 CORONATA that way. It was still on my empire tree so i was able to scuttle it and guess what; it takes 225 seconds to scuttle a titan. I need to find that save file and send it to them.
integrity scan fixed the same issue for me.
i was just thinking this earlier today. I think a higher chance of bonuses would be very welcome. It would not only justify the cost but make the planets feel more unique. Also, here are some suggestions for new bonuses (its possible similar ones are already in the game and I just didnt notice): Master Shipwrights - frigate build speed increased Clear shipping lanes - ship movement speed increased, trade income reduced (it might not make sens
While I dont have a lot of experience with pirate mercenaries, this does sound like Insurgency from an enemy TEC player. As I understand, TEC rebels actually have to summon pirates now from the broadcast center. While hangars do the trick, if your enemies have teched up that far, you and your ally should think about putting up starbases with auxiliary govt/enduring devotion on all of your planets in case they start building novaliths. its expensive but you can take advanta
[quote who="rogue_ghost" reply="8" id="3121833"] Quoting ice27828, reply 6 Quoting Pbhead, reply 5We do know some of the crew sizes on some of the ships. The crew sizes for the titans will prolly be in the maneul as well. I think they reduced the crew size down to a factor of 10 at a minimum. I mean crewing a capital ship using on 50 crew please. technically it uses only 50 supply. we have no idea the amount of supply to crew ratio. if the kol has 2500 cre
the new loyalist passive ability looks to be a little more useful in a wider range of situations.
how about this: put TAR back to tier 3 with no pre-req's. (doesn't seem worth it in a 1v1 because you have to invest in useless diplomacy pre-reqs to get it.) HOWEVER, to slow it down, every neutral ship in the grav well reduces the planets tax income (this is a truce among ROGUES, not truce among charitable individuals, you have to pay the piper); or upgrades/structures could be more expensive. that will really slow down the expansion. Neutral ships could
I have noticed so far that Unfair AI's are more aggressive when pirates are on. perhaps it is more opportunstic as I'm consistently attacked if I am also dealing with a pirate raid.