If the TEC got say... DU rounds that went through strikecraft/corvettes, and Advent got a passive firing ability that gave a 5% chance on a normal ship, and 40% on a covrvette that would double the damage and take the extra damage points from the shield... and the Vasari area of attack ability for their flak missile frigate got a buff towards corvettes... something like bonus damage to corvettes... id say theyd be spam proof. Since then, the Advent get a powerful anti corvette weapon, thatd a
Mick6662
[quote who="GoaFan77" reply="3" id="3156853"] Quoting Mick6662, reply 2(yes i had flagship victory on..) Flagship victory counts against you too. [/quote] Well that needs to be fixed.... Its a damn battleship with defensive abilities...
[quote who="Yottsu" reply="1" id="3156850"]Did you do quick start? I hear that the two free scout ships will count against you.[/quote] Nope. No quick start- i deliberately set that off. Nothing came out of my frigate factory, i had to go scouting with my flagship. (yes i had flagship victory on..)
Found this to be very annoying. Just did a battle against a bot without anything that wasnt a capital ship or a titan. I won. and did not get the achievement. (Go big or go home) ive uploaded the save game file- i lost no capital ships in the battle, as the postgame will prove, and i made no frigates or cruisers. Heck, i even scuttled my frigate factory as the game started. This may have something to do with the fact that i w
Prologue: Drifting in space aimlessly. Alone. Adrift. Forgotten. Stranded in the inter-galactic void. Nearby, a mere thousand light years away, a star burnt brightly, one of just a handful out here. The ship, far more ancient than anything seen today, was a relic from long forgotten time. Even those who lived in the galaxy knew nothing of the race, finding only a few scattered artefacts. Bu
[quote who="Vash_AMR" reply="1" id="3155496"]lol... What happen?, how you fix the problem? [/quote] I honestly have no idea. I did a shockwave update, gave up on the reason i installed it, went off to sins and had no cursor. Typical windows, a restart fixed it.
My cursor goes invisible when i launch the game. If i alt + tab out, i can see it. When i alt tab back in, i cannot. Help? Edit: Fixed, ignore.
My thoughts on the Rebels? Viciously overpowered. I can stop anyone phasejumping to my planets whilst sending starbases to attack them. Ill try loyalists later on.
Sweet, at least i know its not me. Another issue related is a lack of a blue line between wells with a phase jumping orkulus. Fixes pl0x?
This is getting really annoying..... When moving as a fleet, or an individual, 9/10 times, they will attempt to phase jump at the corner of the 90˚ angle they can jump in, not anywhere in between. It can add a not insubstantial amount of time to moving between planets. Ive tried moving them close in then selecting the planet, but it rarely works. Please fix.
Just a small auto casting issue, but a Colonizer capital ship will attempt to colonize an unowned planet if there are only siege frigates in orbit. If there is a single capital ship in orbit, it will not auto cast it. Just a small issue.
[quote who="MayallCommunion" reply="45" id="3154491"] Quoting ls612, reply 40Speaking of the Enemy of the Vasari, take a look at the Vasari research victory tech. Does victory tech actually do anything or does it just win you the game, does it do anything special?[/quote] It makes all of your ships invincible and do ∞ damage. Of course, you immediately win the game the moment you research it, so you dont get to see it. &nbs
Any chance that with Rebellion you can change the little HP bar's ratio of hull & shield? Its a bit annoying when you got this tiny little bar to represent your huge shields, and this massive one for a weak hull. Ik its probably unlikely.
Completely disagreeing with the cap. The loyalists greatest strength WAS the novalith- whats the point of less tac spaces now? At least give the TEC Loyalists a greater amount of novaliths- with research, of course. EDIT: Or, even better, just make super weapons require a capital ship crew, or an equivalent that is researched in the same tech.
Currently, the Group Shield Ability continues to activate inappropriately. Im finding it will most often active whenever it has the antimatter and its guns are firing. I.E: When its shooting a scout frigate, or attacking a frigate factory. It didnt activate it when i attacked a starbase though. Very annoying, ive taken off auto cast... but still annoying. ALSO: Finding that the auto cast on teh
Sh*t happens, life goes on. Im just happy i didnt lose my Gateway Rebel save after this. Im no worse off, since i never play the Advent.
Theyre a lot faster and better- im really enjoying it, they actually have some worthy culture benefits now.
Their special ability is incorrect, and has three types of info. The research bar is vague, and states only 'inflicts internal damage'. The Construction one states it attacks shield generators, repair systems and backup generators. The actual passive ability states it increases Energy Weapon cooldown and decreases anti-matter regen in figures, whilst the worded one adds 'disrupts energy regeneration'. Also, theres no figures added to victims, so
Q.Q i wanted the Vasari, i hate the Advent. EDIT: Screw that, that intro is worth the damn 500mb download.
Join the club, im impatiently waiting!
This is either a feature or a bug, lol. Upon attacking an Occupied world, with like 70 kodiaks, i noticed unusual behavior by them as they attacked the Vasari Titan... something i dont think happens elsewhere. [img]http://205.196.123.144/mmllkkkj5vag/55y3onq5mkccnh8/2012-03-29_00005.jpg[/img]
Yeah, i double checked and TheEvidence is right. I did get a 14 in a friendly gravity well though: [img] http://205.196.120.207/nyf3m0qqd6jg/qrso1pedu87cr28/2012-03-31_00001.jpg[/img] this ones most likely caused by it being a new planet, and a phase jump fixed it.
I just realized theres a beta feedback section- why is it at the bottom? Q.Q Can a mod move my threads? I feel like a noob. Or should they be here : S
Heres a fusion of someone elses idea and an original. Someone else suggested starbases and superweapons cost tax and fleet supply. An extension of that is that they require specialized crews to operate- either taking capital ship slots, or a custom one. The former is more likely. Furthermore; a starbase like upgrade system could fit very well into the superweapons. There wouldnt be as many slots- two or three- but then, theres not much you can add? Less useful on
Cobalts; not corvettes. I dont use corvettes so... And savage fury wouldnt account for this- i noticed it over one of my asteroids.