[quote who="Uncrustable" reply="73" id="3436668"] Quoting StormingKiwi, reply 72 If you read the manual, it makes it perfectly obvious when the Kol is most effective - as a reinforcement to established front line TEC battlegroups. The Kol with a level 6 Dunov is ridiculous. I do suspect that it is best suited to longer games though. TEC would probably benefit quite a lot from antimatter transfer. . . The Ragnaro
StormingKiwi
Rather than Rebellions at Rebel worlds being rebels, should they not be loyalists?
[quote who="IskatuMesk" reply="24" id="3436349"] Apparently stardock is making some new engine that uses Mantle and might be decent for modders. If you're interested, you should spam them relentlessly to avoid hardcoding super basic stuff like AI build orders.[/quote] It's not just build orders. Sadly I haven't had the privilege to play with Sorian's AI. But I've played AI War. The AI is super basic itself. It most certainly isn't "e
If you read the manual, it makes it perfectly obvious when the Kol is most effective - as a reinforcement to established front line TEC battlegroups. The Kol with a level 6 Dunov is ridiculous. I do suspect that it is best suited to longer games though. TEC would probably benefit quite a lot from antimatter transfer. . . The Ragnarov appears to fulfil a very specific niche, which is to be a balanced capital ship until you find out what capit
Invisible Eradica's is still a bug... Fighting one in orbit around a sun. It turned invincible. (Perfectly normal). Then it turned invisible.
Hi, thought I would post this here. Is there any mod that greatly increases the ability of the AI? Is there any reason why the devs don't make the AI substantially easier to Mod? I'm thinking the StarCraft AI tournament or Sorian AI for SupCom Cheers
[quote quoting="post"] Can there be an option to make the pathing AI for all ships choose a "safer" (instead of shortest) path along the phase lines? I hate when my diplomatic envoy or my fleet reinforcements (who are rallied to my conquering fleet) automatically decide to go through the fully armed hostile Pirate Base, which is a guaranteed death... Same goes for when my rallied (or just long distance traveling) ships decide to take a
[quote quoting="post"] So, a thought struck me today: do spawned squadrons regenerate SC? Well, I spawned a skirantra and hit scramble bombers, killed a few off, and then waited to see if they regenerated...they didn't, because they don't have a host per se to build them... Then I alt-tabbed, did a few things, and when I came back, the planet that the skirantra was at was being attacked by pirates...pirates, and a plasma storm....the funny thing was that all the
[quote who="ezeltje299" reply="35" id="3416070"] Quoting StormingKiwi, reply 34 Yeah but when do capital ship battles rely on you surviving with less than 160 hull? I remember a certain PVP battle of mine where my advent colonization capital survived with 70 hull And so far it seems like it is fine, I did not feel like my kol got any worse by the change.[/quote] That's the point. Practically anything
[quote who="GoaFan77" reply="20" id="3416048"] Quoting darkcerb, reply 19sins has sure, rebellion hasn't. and with 100~hrs of only single player I only had surrenders recently. Seems a bit far fetched to call it a coincidence. Either it was recently added to rebellion or they overhauled how the ai surrenders...again either way a recent change. I promise you it is a coincidence. As I said before, since the day it was implemented it has not been consistent at all at w
[quote who="Seleuceia" reply="32" id="3415927"] GRG isn't really meant to be used on frigates, it is meant to be used on caps, SBs, and titans...if it is doing more damage than it was otherwise against 2 of those 3 things, I think it is safe to say that is a buff....when trying to kill caps and titans, you will be facing max mitigation for most of the battle anyway, so you don't really benefit from the "mininuke" effect that the original GRG had... It is also a buff a
[quote who="darkcerb" reply="11" id="3415482"] Quoting StormingKiwi, reply 9 Wait what? The AI doesn't surrender for you? Back when I last played, in about June/July of this year, I would play against the AI for hours. I would have 27 planets, it would have 1. Never surrendered. It was a relatively recent change...so if you're not using the latest version for whatever reason then i
What specifically is added in this DLC? I can't find any documentation saying EXACTLY what is added, other than the general stuff? For example, my game is experiencing economic upturn - what does that mean? Clearly my economy will be stronger. But by how much?
[quote who="Seleuceia" reply="11" id="3415216"] Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490. This is clearly a buff when you recognize that by doing only hull damage, this ability bypasses shield mitigation...it basically is doing the same amount of damage against frigates and SBs, s
Wait what? The AI doesn't surrender for you? Back when I last played, in about June/July of this year, I would play against the AI for hours. I would have 27 planets, it would have 1. Never surrendered.
[quote who="Tzukasa" reply="2" id="3382645"] Quoting StormingKiwi, reply 1 Do these take into account Forbidden Worlds DLC? Would you consider summarising the key ideas of the episode in the video descriptions? The dlc hadn't come out yet when I had started doing the first few episodes so I decided to not include it just yet. Since I'd have to start the walkthrough over really. But I will be covering it soon. Plus I don't yet know
Awesome thanks! The issue was the first raid fleet was sufficiently large enough to destroy my capital ship and its attendant fleet - admittedly I didn't have trade ships..
A couple more questions dear forum goers! This is a request for information I haven't been able to find on the wiki. If you could point me towards the right place to find it, that would be awesome. What are the society bonuses and artifacts added by the DLC? Is improving population on every planet better than improving trade? Does any
A couple more questions dear forum goers! This is a request for information I haven't been able to find on the wiki. If you could point me towards tge onfp that would be awesome. What' are the societies bonuses and artifacts added by the DLC? Is improving population on every planet better than improving trade? Does anyone have any idea what the numbers for this are? Do "hidden" planetary bonuses ha
[quote who="Greg30007" reply="25" id="3382897"] [/quote] Thanks it's much appreciated! It's more early game - I tend to go heavy on economical research, rather than producing a fleet. Sometimes I outproduce the AI, but that's generally because I'm playing with pirates, the AI got unlucky with planetary militias, a mix of the two, or I went knocking on his door.
Thanks for these thoughts :) Really insightful and helpful into the way that the studios operate :) Has StarDrive wafted into your field of vision?
As a matter of interest, would you submit the game file recordings of games vs hard AIs so we get an idea of how you handle it? See that's what I have never understood. It stands to reason that you put your Starbases in the economic centre of your empire. You force the opponent to engage them or leave an industrial powerhouse at their back. And most of the upgrades support that (especially orbital command and docking booms). I don't get why you would
[quote who="Greg30007" reply="19" id="3382633"] Just to validate that I know what I am talking about. Currently I am playing against 6 HARD AIs allied (can field 12000 in fleet supply) against me and have no problems of beating 2 vicious (4000 fleet supply with almost instant replacements). Vicious ais field their titans and super weapons well inside 20 min mark they have some research perks and not confirmed but i belive their titan gets auto lvl (similar to advent caps) &nb
Do these take into account Forbidden Worlds DLC? Would you consider summarising the key ideas of the episode in the video descriptions?
[quote who="Apheirox" reply="4" id="3382129"] * Shield mitigation - you're basically arguing that the game doesn't have shield mitigation and should have - well, it does. The game already makes it so that attacking something with 100 ships is inefficient. I don't understand what you were trying to convey here.[/quote] I still don't understand how shield mitigation effectively does this... I get that the more quickly a ship tak