I'm not sure when that change was made, because it was always my experience that unupgraded carriers would be depleted in an endurance battle.
Darvin3
[quote]Darvin advent carriers with fighter wings only will not ever run out of AM even when all fighter are killed installing after being build[/quote] Incorrect; I just tested this in-game. Building all three fighter squadrons will reduce your antimatter by 130 after accounting for regeneration. So yes, an Advent carrier will be depleted over time if it constantly replaces fighters. Including the issue of phase jumping, this can actually happen relatively quickly in
[quote]To the utter disbelief of many, the flashy new box art Trinity portraits were not included in the game. Can we have them please?[/quote] There were a couple other portraits that were in a screenshot, but didn't make it into the game. One was a pretty generic man with a creepy grin, but another that was obscured by a shattered portrait looked intriguing.
The problem with carriers is the differences in battle between early-game and late-game. Without antimatter upgrades, and with the heavy emphasis on endurance and phase jumping in early-game battles, Advent carriers [i]do[/i] run out of antimatter. In fact, they run out far too easily and this is one of the primary reasons they go unused. Late-game, bombers are a shock unit and not used for their longevity. This means the ability to replace bombers isn't importat, but
So, I noticed in another post that Impulse::Reactor supports achievements. This will likely be applied to Rebellion, but I hope you don't keep the same lame achievements that were in the original game. Most of these achievements were silly and were achieved by sitting around and waiting for them to happen. They don't necessarily need to be removed, but "earn X credits from trade ports" is basically just a filler as far as achievements go. Others could be made more in
Reworking the random map generator would be [i]awesome[/i]. I agree that top priority is fixing the map-screws. You should always have at least two colonizable planets within a 1-jump radius of the homeworld (of which one should be an asteroid), and at least four colonizable planets within a two jump radius. This is necessary to give sufficient player choice in the early colonization period. Often times maps with fewer than this number of planets in close proximity c
[quote]I didn't even think to take the desert world. I was content using the dead asteroid as the initial choke point, but I blundered there too.[/quote] Yeah, sometimes you need to get in your enemy's face early. This is obviously a lot more dangerous against human opponents, who can scout you coming and try to intercept you, but against the AI it's often risk-free and shuts them down early. [quote]Yeah. I was busy playing sim city while that one battle was going
There's a difference between including an image that is infringing in your game (sidestepping the [i]thorny[/i] issue of how similar it must be to constitute infringement), and an end-user uploading an icon that is infringing into the game. There are legal protections for service providers so they do not face crippling liability for the potentially infringing actions of their users. So long as Ironclad doesn't actively encourage that sort of thing, they'd almost certainly be in th
There's been a lot of renewed interest with the game lately, so many of these may be new players who really don't belong in a 5v5 skilled match anyways. Give it time and welcome them to the community.
Planetary shields need a role [i]other[/i] than providing a Novalith defense mechanism.
For completeness, let's have a mod move this thread over: https://forums.sinsofasolarempire.com/405949 Then we'll have [i]three[/i] crazy suggestions threads.
[quote]Probably not actually killing flaks, but maybe by having an ability that debuffs the flak frigate's accuracy[/quote] Try using Vertigo with a Rapture; works wonders and not just on flaks. Easily the game's most underrated ability.
Eh, pre-buff Novalith was really in the same league as the Deliverence Engine. Currently, I find it to be in the same league as the post-nerf Kostura, and the only issue is the DE is a little weak. You certainly won't spam Kosturas anymore, and on its own it won't be a game-ender, but a handful of kostura gives you exceptional offensive advnatage, opening up any planet to invasion and shutting down defenses on the spot.
[quote]Half the players would have various penis-shaped icons. There would also be boobs, etc. [/quote] And sadly, there would also be [i]far far worse[/i]. [quote]Textures sounds and music can be in a mod and still connect to everyone[/quote] Sharing is part of the fun. Sadly, there are always those who abuse privileges.
Here you go, a fresh Vasari vs Advent (unfair difficulty) for vanilla. I played a very conservative game here, unlike the very aggressive replay I posted earlier, and went for a developed economy rather than going straight for the kill. http://www.gamefront.com/files/20141314/Darvin-vs-Unfair-Vanilla.record
If you want to add in new classes of strike craft, they should fulfill a [i]role[/i] we do not already have. Currently, bombers are meant to take down heavy units, such as heavy cruisers, capital ships, structures, and starbases. Fighters are meant to take down light units, like scouts, LRF, and bombers. In terms of unit types to be countered, that doesn't leave a lot of options. Heavy and medium are off the table, because neither flaks nor light frigates should be cou
Lots of new players lately... I'd better throw together some more material. I did a speed-run against the unfair AI last night for the new patch version: http://www.gamefront.com/files/20332251/Darvin-vs-Unfair-1_20.record This replay requires Diplomacy ("Trinity") to view. I play as Vasari vs an unfair-difficulty Advent AI. This is a totally unscripted rando
The problem isn't just going [b]to[/b] pirate bases, it's going [b]through[/b] them that's the problem. Pirate bases usually are placed near the center of the map, and as a result are often short-cuts across it. This is actually a nice feature from a tactical perspective, but means that if you blindly order your units from point A to point B, there is actually a very [i]high[/i] probability they will path through the pirate base. So, just making scouts avoid the pirate bas
The biggest problem with custom icons is multiplayer, where some people will upload inappropriate ones. If we could trust everyone, that'd be no problem, but there are just too many people who act like children (not necessarily overlapping the [i]actual[/i] category of children) out there.
This probably wouldn't help, because the bomber isn't a longevity unit to begin with, it's a shock unit that gets in a few devastating strike runs before the enemy can counter them. It would add a lot of complexity without solving the underlying issue. I'm firmly in the camp that believes the solution to bombers is a buff to fighters.
Did you happened to have "Communal Labor" researched? This technology got overhauled in that patch, and is the most likely cause of the issue.
I just knocked off the first digit of each of the RGB values ^_^
[quote] 1) Force limits for stations: -Stations would have a hard limit (tech expandable) so as to reduce the overwhelming might of defensive installations. Constructors would take up a slot in the station force limit rather than the ship one[/quote] What do you mean by "station"? [quote]2) Local defenders repop if a gravity well is cleared but no colony/extractor/station is established -Makes space travel a little more dangerous for trade ships, keeps
You don't need to be the admin to edit the background color of a table :-P It's readable now.
[quote]Additionally, will Rebellion require all previous expansion to be playable? Or it will be a standalone? [/quote] Stand-alone. Until the new sub-forum comes up, the best place to talk about rebellion is right here :-)