Do phased missiles cause shield mitigation to increase like other shots? If not, it's probably something good to have whenever you focus fire, due to how high shield mitigation can get (especially with Advent).
Foogsert
You'll get it eventually, it's a luck thing, there's really nothing to specifically try and do.
I can't test right away, but I think you want maxNumCommandPoints in Frigate(Race)Carrier and CommandPoints; StartValue, ValueIncreasePerLevel, for caps. Edit: Tested the Cruiser carrier, and yeah that's the value to change.
Ship crews are simply for fluff and have no actual effect in-game.
I get that message and host fine anyways. Try hosting anyways before doing any more.
[quote]Yeah so we fell asleep at work after hitting some complications.[/quote]So you [I]do[/I] sleep!
The Beta PJIs were lame even without superweapons.
[quote]It would enable the defender to out-maneuver the attacker in planetary combat.[/quote]I think the idea is to slow the actual phase travel, not their movement within the gravwell.
They should just go on their own when ordered, no special method of using as far as I know of.
[quote]Why are you so threatened by my so-called "bashing the game?" Someone can't have a critique or an opinion of the game that isn't shared by you?[/quote]Are you unable to read your own thread title? How about "you're a crappy player" as my response instead, that wouldn't be very nice, would it? No, it wouldn't. I agree that PJIs need some work, and just because they aren't being reverted to their overpowered beta state doesn't mean they wont get changed. Even without superweapons
Awesome, we appreciate it (well, most of us do, anyways).
[quote]Perhaps you can provide a strategy for the man's problem.[/quote]He's willing to bash the entire game because he's unwilling to figure out how to deal with the issue despite there being more than enough info for it (in a sticky no less). Emergency Shelters and some defenders, or hangers+turrets if you don't want to leave ships there will handle most. I've seen 20 siege frigates stopped from killing a world by 3 cruisers, 5 frigates, and a hanger. They retreated with 7 frigates left, the w
I've never had a problem with (especially the AIs) siege frigate spam. So, yeah.
Go into the forge editor, players, and set the team index (0-9) so the players are on the same teams in the index.
I'm pretty sure it passes on if the host quits.
We're waiting for the extraction tools (or the non-binary files to be released, which I think Blair said he was putting up later tonight), there'll probably be population altering mods within a few hours of their release.
Retail and downloaded versions are the same.
They're quick and later on can bypass inhibitors, if you don't have bombers present to chase it, don't even bother. Advent can see your stuff anyways once they get a Revelation.
Got it here too: XP, Dual Core P4 3.2 Ghz, nVidia 6800 Ultra. Latest drivers.
Unless there's going to be a "don't go below 100 AM" threshold button, and a complete overhaul of drain-based abilities and upgrades, then the antimatter idea is really bad.
In 1.01, it capped at 2000. In 1.02, it was reduced to 15%, but will go to 2300.
The AI doesn't cheat in any way, shape, or form.
A thought: Make the max fleet cap 100 per planet, with a minimum of 2k. Scale the price of research with the amount added. I.e. a 40 world game would have a max cap of 4k supply, and fleet cap increase techs would cost roughly twice as much (upkeep scales naturally, so no adjustment needed there). The number per planet could be up for adjustment.
I'd like to re-emphasize the use of the Antarok when playing Vasari against Advent. Advent really rely upon the synergy between ships, and Phase Out can really screw with that synergy.
Phase Jump Inhibitors can do a fair number to slow them down long enough for a fleet to deal with them, and it wouldn't hurt to have them at more than just frontline planets. Outside of your own territory though, the best you can do is just start killing off planets until they come and fight.