Barleyman

Barleyman

Joined Member # 651075
0 Posts 1 Replies 160 Reputation

With the strongest ship survives-rule, 1hp gun barges need to be backed up by a warship that has bigger max HP than the DL ship or it's a waste of time and resources.. I got to agree, thought, "strongest ship"-rule should consider HP at start of combat, not max HP .. you can't bring down DL ship by kamikaze tactics as it is now!

26 Replies 16,487 Views

Yeah, well, EOtU is kind of luxury. Survival comes first. In fact I built it in my defence-of-the-drengi game just now but only because I was getting the upper hand .. Throwing >1000BC ships around on both sides but I have the bigger industrial production so the bad boys in gray might just as well give in now. Still kind of cool how feel of ships that supreme industrial world builds for 8 turns are gone in a flash..

26 Replies 16,487 Views

Gives you incentive to build those large ships, thought. They're not actually that much more expensive if you keep the gun count the same and you can load cheap sensors and stuff into them.

26 Replies 16,487 Views

For what it's worth, I'm currently experimenting mixing gun barges (freighter hulls, warp drive, all guns) with medium warships. At least theoretically added punch of the kamikaze-ships should provide an edge against DLs while the warship survives by last-man-standing rule. EDIT: Yeah, some testing later, "strongest" rule indeed looks at MAX HP, not HP at start of combat. Therefore max 22hp medium ships CANNOT defeat max 28hp DL frigate unless they have enough numbers that th

26 Replies 16,487 Views

I'm affraid you've over-generalized the "just one ship" rule. It always depends on the situation. In your case even if you'd fleet your 3 mediums with only 12 attack each, that would not guarantee you a victory because of the "the strongest ship survives" rule, the DL's scout obviously being the strongest one. If it would manage to destroy all your ships in return fire in the first round, it would survive. Ah-ha, but the dreadlord ships are actually fai

26 Replies 16,487 Views

Hmm. Ok, I assumed the weapon power is lumped together even thought they can divide weapons to multiple targets. So if I get this right, it might be most cost-efficient to send small-not-medium ships against DL ships - You can bring more guns to bear in the all-important 1st combat round WRT logistics ability. Unfortunately, thought, dreadlords usually have quite a few of those doom rays on-board. 20hp medium ship may survive up to 2 direct hits, 8hp small ship is likely as not to peri

26 Replies 16,487 Views

Are there actually special rules for DL ships in combat? I've noticed they're appear to be much more likely to receive 0 damage than ship stats would indicate. For example. DL escort has ridiculous attack and 16 beam defence. Three medium ships with 12 missile attack go after this escort one-by-one. However, 2 out of the 3 do NO damage while the 3rd knocks off grand 2 points (out of 11) .. Expected result should be that the ATTACK is 0-12 and the

26 Replies 16,487 Views

This one was absolutely ++. Altarians went superpower in huge/painful/6 game, taking over Yor and Korx and owning about 1/2 of galaxy. They decided to stomp on me on virtue of having 2x more military power.. However, my ships were better and I had 8 soldiering vs 1 for those guys. They could conceivably shoot me out of sky but they coulnd't hold on to their planets or retake them. That war dragged on for long time, even the news robot said it's been going on for long time wit

3 Replies 3,198 Views

I've seen that a couple times too. One was when a starbase survived an attack. It received ~45hp of damage, but was back to a full 48hp on the next turn. It's happened to one of my frigates and it happened to a Dread Lord ship that I nearly destroyed. I've also seen several battles where neither ship survives. I think the problems with 1

71 Replies 21,026 Views

+ New Combat System: 1 on 1 Ship Battles: If both sides kill each other in the same round, the ship with the most max hp will escape as the winner with 1 hp. If they have the same max hp, the attacker wins. This change from 1.2 doesn't seem to work like that in 1.3X (campaign) .. What actually happens is that my kamikaze dreadlord-

71 Replies 21,026 Views

In the last mission of the campaign now.. You only really go against the dreadlords in the last 2 missions, so up to that point the campaign is worthless. Even when DR first shows up, capturing the Drengin planet you're supposed to take is so easy they never have time to do much. All you have to do is to research soldiering tech until you can counter drengin 40% soldiering advantage and you're set.

19 Replies 10,867 Views

Well, 3rd place where I complain about it, but I quess this is the "proper" place.. I'm in the campaign and it's bo-o-ring. Why? Because Drengin/Yor never build ships with weapons. They cram them full of shields, but what's the difference if they can't shoot back.

71 Replies 21,026 Views

Blah. Got around to trying the campaign and sure enough, defenders with tons of shields and no weapons. Of course the Drengin has nice weapon techs! In fact in the 2nd or 3rd mission they summarily wiped me out because I got careless, didn't expect to see 4 beam attack frigates taking out my fleets.. And in the next mission they sit there building those stupid 0-attack defenders that have 30 beam defence or something. I play on Painful with 1.3X beta..

19 Replies 10,867 Views

1.3b3 increased the cost of the NLC from 300 to 500! Why would I build a NLC costing 500 and outputting 20 when a Discover Sphere costs only 250 and outputs 18?! Actually NLC has output of 22. And you can get it much earlier.. And you can go directly from RA to NLC, wheras DS requires IM in-between which costs 200 itself.

50 Replies 62,247 Views

Not a bug per se, but the quantum driver tech is worthless. The graviton driver IV has better damage/size ratio than quantum driver III, never mind II and I. I suppose this is a side-effect of the minituarization bugfix.. Various tech tree paths should be checked to ensure the never and shinier is in fact better. QD issue happens when you have researched most of the minituarization techs + hyperion shrinker.

46 Replies 19,372 Views

Size Improvement 1+2% this could even be done with a small script (the base damage and size values have to be stored somewhere alrdy, just read them out and save them in the xml file) so there is no need to edit all files manually Now that's a capital idea! Do not neglect cost..

18 Replies 14,443 Views

But Brad Wardell's wife went into labor, and so he scooted off to the hospital. I assume it will be released this week sometime instead, but I wouldn't hold it against him if he stays away from work for a while to be with his wife and new child. Then, Sir, you are not a true geek!

66 Replies 31,583 Views

Oh yes. Tac com lobby for teh win. Here's a suggestion, why not develop the tac combat subgame as a sort of stand-alone - When it's fun enough you're willing to kill 5 mins on it on your coffee break at work, it's probably good enough to go into the game.

74 Replies 45,796 Views

For the record I have no problem with 'Tactical Combat' being implemented as long as it one doesn't allow me to overturn a sure defeat due to a less then Intelligent AI and two that having the AI auto resolve my battles for me doesn't make me feel like I had given away a victory that all things being equal should have been mine (

67 Replies 52,009 Views

Downside of weapon range + chance to hit addition is that it basically requires throwing out the combat "engine" as it is. on the plus side, not much is required for AI to handle things. From games with more complicated combat system such as paradox games, it does become apparent it is very very tricky to tweak things right, thought. Especially to get AI to favour reasonable mix of ships (cap ship, carrier, fighter screen, picket ships) ..

11 Replies 11,760 Views

Then there are perverts like me who'd like to have ai-controlled combat but with somewhat more random/unpredictable results. Drop in weapon ranges, ship positions + speed and you'll get banged-up fleet after engagement. Not usual mint condition one sans 1 beaten up one. Surely far easier to implement than tac AI? hell, even "try to run away if badly damaged"-behavior would be nice addition..

67 Replies 52,009 Views

My humble suggestions - Keep the combat engine as it is (AI controlled) but tweak/improve it to be more, well, tactical. Some fairly straightforward concepts that should be in there - *Weapon ranges! Ships should have limited weapon range. With bigger ships having bigger range, naturally. No more ganging up on a single ship on maximum range. *Speed is life: Faster/smaller ships should be harder to hit. *C

24 Replies 10,424 Views