I'd also be interested in how well it runs. Playing on Linux would be great, I hate all the re-booting.
MegaVolt
Who cares where the ship finally pops out? Is it relevant in any way? It gets built in the system the factories are in and each factory builds a ship. No idea if it's a bug or a feature that all frigates are created in the same place in the gravity well ... but as I said: does it matter?
Upgrades don't require you to raise your fleet cap ;)
Build a planet with 2 factories. Queue two different frigates. Watch the progress bar for both frigates (at the same time) advance in normal speed. [quote]Yeah, thanks for your little tactless rude comment there at the end. Anyway, I thought it was something important for the newbies to know. Maybe not for your highness Mr. Member 1,323,197.[/quote] You are welcome! Two factories produce two ships. Duh. Seriously ...
The game does not reduce build time. Every factory still produces one ship at a time and at normal speed. It's just that several ships can be produced at once when there are several factories. About the topic: Hey, I built multiple factories and stuff pops out faster. How totally unexpected!
The problem is that my gaming PC is not connected to the internet. Some patch to download and then execute at my gaming rig would be nice. It is possible to download it on some machine with internet and then archive the game in SDC and exctract it on the offline-PC. But that is REALLY annoying and so much overhead. A standalone patch would be so much easier.
Where exactly is the download? It doesn't show at the download section (upper right link). There are maps, mods, replays, galaxy force and pictures - but no patch.
Well done HuntingX :D I am still laughing.
There will be an expension? o_X
Wow. Especially the planet bombing looks awesome. Great work! I'd love to see some of these mods making it into the game in a patch.
You can minidump people?
I didn't create this topic but as far as I can tell it is for [B]quick and easy[/B] balance fixes, not a "what whould be cool in the next patch" topic. I think we all agree that a quick (hey, why hasn't it been done already?) balance change is needed. Adjusting the values in the data files like innociv suggested should take the devs like ... an hour max. Please hurry ;) All the other stuff can then be looked at later, it't not nearly as important as the quick and easy fixes to un-screw t
Problem with using culture to deny the enemy planets is that capital ships push back culture. The enemy can jump in, idle a minute with his caps and wait for your culture to clear and then grab the planet. One culture build placed there by himself and all your culture effort was for nothing and the planet will be able to hold itself. If you really went massive with the culture production then he may even need 2-3 culture hubs of his own but that's really it. And those 3 will counter like .. 10 o
The home world starts with 100%. Every jump costs 10% base allegance, so a planet 4 jumps away would have 60% base. If the planet is under friendly culture (your own or your allies), this gets raised by 10%. It does not matter how this culture is produced - Advent super weapon, 1 broadcast center, 10000 broadcast centers. It's always 10%, not more, not less. Minimum possible is 25%. So if you play on a giant map were all your planets are far away from home then they will all have
Like you kill LRM all the time with disciples? ;) Usually one culture hub is more then enough to hold back any enemy culture. If the enemy really goes heavy on the curture hubs (like you seem to do) then one can either build a second culture hub (razing one trade port for it doesn't take long if enemy culture starts to knock at the own systems door) or just use the superior fleet to kill those enemy culture hubs. Right now culture is certainly not a good tool to win the game. I
I usually click the "create fleet" button with all ships in the system selected (zooming out and drawing a box around the whole system). Then a new fleet is formed and all ships stay in formation. Did you try giving a move order to the whole fleet after the ship has been added? That might help.
I'm sorry, I used the wrong word to describe what I had in mind ;) When I wrote that a quick fix would be to have only one Phase Stabilizer per system I actually thought have having only one phase stabilizer per [B]planet[/B]. Right now a Vasari with 3 planets can have 9 Phase Stabilizers, giving him a basically unstoppable fleet. Limiting the PS per planet to one they would still be awesome to teleport through the system but they would not be able to mass-summon ships anymore. Havi
Kruelgor: The problem is that you respond to very justified criticism with arrogance and name-calling (yes, YOU started it, not the others). This topic here is quite a harmless one but the Disciple vs LRM topic is a good example for it. It's not about bullying. The thing simply is that you tell people wrong stuff and then refuse to listen to reason and say you are right when you are not. There are exactly two possibilities: 1) You do it on purpose. You have fun watching people argue aga
They drop to 25% allegiance, producing less resources. 35% with a culture building and 45% for the advent with their cultural tech researched.
Pink space ponies.
Depends on the capital ship. The one on the right is the siege capital for each raze. Those work better then siege frigs, the others don't. I mostly play Vasari but their siege cap can spawn little siege cannons that on their own are about as good as a siege frig and it can have 3 of them active all the time. That combined with its own superior firepower ... no way a siege frig fleet of the same supply can even come close to that. If 2 siege frigs die attacking an asteroid, the cost for
There can not be a strong defense. The problem is that if a planet is able to defend itself against an invastion fleet then it would be completely impossible to ever kill an enemy who has defenses AND a fleet stationed on his planet. Strong planetary defenses would make attacking impossible and force a stalemate in every game, which is boring and would ruin the game. Defenses as they are right now are great. They delay an enemy fleet long enough for your main fleet to make 1-2 jumps
Don't blame the PJI ;) It's finally useful and that's great. I don't have in-dept 1.03 knowledge yet, need to play some more, but against the AI nearly every strategy seems to work. Cap ships only certainly is fine if you tech to cruisers fast and I actually did that recently (wanted to try kodiacs + robotics only as frigs). But the good old LRM spam also works fine and makes it a lot easier then the cruiser rush. (keep in mind, all vs the AI. cruiser rush in MP is suicide, except maybe
The "attack this" or "defend that" requests you can send to allies are nice but they are nowhere near requesting missions like the AI does. And they also only work for allies. I'd love to bribe the AI with credits into attacking another AI while not being allied to any of them (GC2 Drath style ;) ).
Going from 70% to 76% shield mitigation for Advent is in no way worse then the damage boost Vasari get (except against phase missiles ;) ). It's a lot more then a 6% increase in effective HP.