I like the perk. I believe its at the end of one of the Malevolent aggression lines isn't it? Its does seem a bit OP, however it is a top tier perk that you worked for. On the flip side you still have to pay maintenance on all those ships..how much money are you earning after a few turns?
Larsenex
Hot from the Neural Slave Pits on Altaria! Elerium Shield Augments (Shows up as last {Defensive} tech in Age of Expansion. 50% increase to all shield values. Should an Elerium Defense Augment meet an Opposing Elerium Shield deplete or disabler/remover, then the two 'cancel' each other out and base values apply). Antimatter Defensive Augments. (Shows up at last {Defensive} tech in Age of Expansion. 50% increase in all Point Defense values. Should
What exactly does Thulium do in the tech tree?
I think Gilmoy nailed the balance here. Beams 'should' be weaker in damage but make up for it by having longer range thus getting in more hits. Missiles will be the base line for the other good range, good damage, offset by either rate of fire or accuracy. Mass drivers being the 'shorter' (but not by much) in ranges but doing (slightly) more damage than the other two, again also offset by either accuracy or rate of fire. Both of those variables can raise up or lower the
What we need are Babel-fish. That way all the worlds problems (and Galaxy's) would be solved! If we could only 'empathize' with those Drengin, then they would be able to get past the mouth-watering tastiness of deep fried Torians!
Paul said in the last two streams that they were going to allow the direct purchase of factories as an upgrade. However the cost will likely be extreme. Overflow via production seems to be working. I had finished a 'age of ascension' tech on a turn where only a bit (sliver) was working and after it was done I picked an early age tech of diplomacy. I got that tech the very next turn. As far as production, you will never be able to crank out more than one ship per
Like Ralph Wiggum says "I'm Helping"......
Well I still stand by my 'request'. X-com would be pretty flipping awesome if it was DX12, 64bit and in 'Hexes' oh and squads of 6 or 8!
Yea i was noticed the same thing. Mass is still 35. I thought that perhaps it increased the number of fighters but you still get the same, (5).
Yea, I remember seeing it but now all I can find now is the single augment for range extension at the cost of damage. This requires Elerium. Also to note, when I add this augment to a ship, its description will change. The new ship description declares this ship to have the 'shield disabling' augment on it.
So I am looking at the "L" version of some of the augmented ships. The description of the ship states that it is a slower version of the 'cruiser' but outfitted with augment to bypass or disable shields. However, the only beam augment that I have found that 'requires' Elerium simply increases the range at a reduction in weapon damage. Hell the base weapon augment which you get with Disrupters (increases rate of fi
At this point in Beta, Carriers are indeed 'I Win' buttons. I suspect this will carry into Gold but we can suggest and try improvements along the way. Currently Carriers spawn 3 'tiny' hulled ships (per carrier module equipped) with the latest in beam weaponry that you currently know. They auto upgrade as you reach that tech at no cost. I honestly feel they should have no defensive value and either nerf their damage or double the value of def
[quote who="Folgra1" reply="7" id="3521292"] So, If you are getting close to 2 mill, you might want to go on a shopping spree. Knock off some expensive purchases on your planets, buy ships, purchase techs. Be happy! [e digicons]:)[/e] [/quote] If there was a 'rush' tech option which allowed you to instantly grab at tech at say 3x the 'tech points value' in cash that would be very cool.
This would make fighters nigh invincible. I like the changes but it seems that 'fighters' not necessarily tiny hulls should have slight special rules to them. They need to be powerful but brittle, I think a single hit by any weapon mounted on a capital ship should destroy it. I dont know how you would 'mod' that. I do like these changes though.
TheCW, that is what I am looking for but also for all the other defenses as well, Anitmatter for Point defense stuff, and Elerium for Shield improvement. Mods would be fine, however I need some guidance on how to install or change values, (where and how)
I upgraded and purchased 16 gigs of performance DDR3 Gskil for 148.00. I have zero performance issues now. Also if you are at 6gigs ram, go and increase your page file to 8 gigs you should have all your problems solved. That was my anser to stuttering, hangs and crashes when I was sitting at 8 gigs of ram.
Can Paul take another pass at ship defense values? I really think if we double the values that the fights would last a bit longer and Carriers would be toned down in power. Also make it so fighters have NO defenses and only attack would really make them a bit better balanced...Thoughts? <sp
I had issues trying to load Immense PRIOR to upgrade and PRIOR to creating the page file to 6 gigs. Now I have zero page file and it is very snappy. Game loads fast and no issues so far. I am going to play out my immense this weekend. I got the new card for GC III and I am thinking about investing and picking up Star Citizen but that also requires more flight-sim hardware.. Anyone here got some experience with Star Citizen?
What is 2T vrs TU?
Since its only Beta 4 and we have a Beta 5 do go through along polish for release, you are correct, 35 now and 49.99 upon release.
X-com by Firaxis was very fun. I spent countless hours. There has been no update to the game since last January. My request here really is for nearly the same game but better, just like we are doing with GC III. Same as GC II but better, larger maps, prettier units, better gameplay. For a tactical game I love both Enemy Unknown and Enemy Within. All were fun.
True but as it is now is not worth grabbing. If Defense values were doubled then the fights would last longer and would not be so lopsided in favor or Beams. So what is the bonus to Shields that Elerium gives me?
Also, in the same vein.. if you increase ship defense values I would also prohibit carrier based fighters from having any defenses. This will still make them very powerful but also allow for some losses in battle, the fighters would focus on those ships and likely have to make multiple firing passes killing the ship but not before it and other ships can reduce or eliminate most of the fighters. On a separate idea, why not use strategic resources for
I know this prolly will not happen but I can ask. We need another look at how defenses work or at the very least double if not triple the current value that they give. This would reward designers who research defenses and create more balanced ships and fleets and have the added benefit of having the battles last longer and be a bit more cinematic. We still have the 10x speed if you want to hasten up the movie. Personally if I know I am going to have a big battle I
Hmmm I think the only ones you can actually see/manipulate are ones you are trying to build/cue (that would be a shipyard). For a star base such as economy or culture I suppose this might be a good idea to be able to see what ships are 'docked' there. Id also like to see attk/def values of both the base and the defending ships docked there to get an idea of how 'tough' it is.