Ashain

Ashain

Joined Member # 2352731
2 Posts 70 Replies 261 Reputation

Scout ships are the only ones that can actually detect them, it's been discussed in other threads as well, but the general consensus is that flak frigates or fighters grouped with the scouts are the most efficient means of mine removal.

15 Replies 56,895 Views

My point Kharma, wasn't that I could hold them off, what I was surprised about is that a large raid didn't even take out a single turret, much less cause any actual hull damage to it, especially when it was a rather lightly defended grav-well in the first place. It also wasn't logic, it was an observation, I SAW it happen. Has nothing to do with whether is was an AI or not.

104 Replies 187,286 Views

I'm definitely agreeing with what you're saying here Annatar. I played a game the other day where I had an asteroid next to a pirate base. I'd only had time to throw in four beam platforms and a hangar at the base before it got raided by pirates since I wasn't paying attention to bounties. My main fleet was a good 4 jumps away and I wasn't expecting it to be able to get there in time to make a difference. I was expecting to see most of the defenses wiped out long befor

104 Replies 187,286 Views

Generally i'd say a "fully upgraded" SB refers to one thats maxed out on weapons, hull and fighters. Some variations are common as in front line TEC SB will often have the self destruct button. I just started playing with advent, and I guarantee that all my frontline starbases will have meteor and mass-disorientation as it's just plain sick.

30 Replies 24,287 Views

[quote who="MindsEye" reply="8" id="2090102"]Astax I agree with you the sb are great by themselves I am only refering to the fact you can totally ignore a tec or advent sb and kill the planet. Watching your planet die helplessly is the only thing that I am refering to. How would you have felt if he ignored your sb and killed your planet and moved on(which is what i would do if I thought you had final protocol). Came back later with carriers and finished it off and all you could do is watch ca

51 Replies 114,031 Views

I would love for there to be a way to decommission any type of building on a planet. I know i'm not the only person who has accidentally built a wonder that I didn't want, or put down a refinery that drained my economy in the red. Possibly the most annoying thing is when I captured a planet and the AI had put a political capitol on top of an entertainment bonus and I had no way to move it. Anything should be demolishable with a big enough bulldozer.

382 Replies 109,612 Views

I found another bug in which if you put a terror star into a fleet while its still in its 10 turn mobilization phase you can move it anyways. Also I noticed that in the hotfix you guys said paradise planets was fixed, I haven't checked yet but does that also fix Gaia Vortex?

82 Replies 22,151 Views

I've been getting a lot of these no turn button bugs. It mostly seems to happen in late game when the max weapon techs are being used (doom ray, nightmare torps sometimes disruptors too). The first thing I noticed is that they aren't showing any graphics on the map view, but almost every time i've attacked or been attacked with these weapons they cause the turn button to disappear. I had this happen back in DA before when the neutral ground was enforced. If you attacked a ship and then were

82 Replies 22,151 Views

I've noticed that a lot of the multiplier improvements don't seem to do anything. I know that the tech capital and the research coordinator don't do anything right now. Stellar forge also doesn't appear to have any effect whether you build it or capture it. A balance issue that might come up later is the arcean weather control zenith. It is a really cool item and great for play, but I have a feeling its going to be unbalancing. One you get it you can turn even crappy lvl 5 planets

22 Replies 10,355 Views

I'm playing the beta 2 version now, and I was playing the Korath clan the other night and was pretty far along the tech tree. For some reason that I don't understand, somewhere during the middle of the game it reverted back to the very basic planetary structures for me to build (basic slave pits, traders dens) even though I was much further along the tech tree. I tried saving, quitting and reloading to see if it fixed the problem, no dice. I tried starting another game this morning and now it

1 Replies 2,093 Views

Found a couple things I don't know if they've been noticed. Sometimes when a planet can't be colonized due to influence, if you leave a colonizer in there it will sometimes do it anyways. I had that happen once and then I got that same error Annatar did when the planet was taken over almost immediately by culture again: Failed to find StringID: 'IDS_PLANETDETAILSINFOCARD_CULTURETAKEOVERSTATUS_ALMOSTACQUIRED'. Also when my planets are getting attacked by culture it pops up with a strin

269 Replies 209,475 Views

I know it's been stated a few times, but I have to put in my opinion about the AI. I usually don't have the time to get into a multiplayer game so I usually do 2x2 matches with the computer. That said, the AI is relatively terrible. After my first two or so games I haven't played any games without all the AI's set on anything other than hard. I have yet to lose a game or even been seriously threatened by the AI yet, and I don't think it's because I have great skills. I'll just brief

579 Replies 357,388 Views

I don't know if anyone else has seen this, but the cultural modification bonus that shows up on planets is showing up as "String not found" on my planets. I've also had several issues with moving groups of capitol ships to phase jump points. Sometimes when they are on the opposite side of a planet/sun they just seem to get stuck and stop moving, and then I have to manually move them to the other side. With the phase gates for vasari, when you get the top skill that lets you ca

269 Replies 209,475 Views

So here's an idea for later editions possibly, since there isn't ever going to be any kind of tactical combat, and it can be said that we play this game from the "big picture" view and not the close in combat... How about somehow letting us train fleet commanders with special traits to enhance/influence combat. I.e. you could train a commander to be aggressive or defensive in combat and this could effect fleet stats based on the individual c

1 Replies 4,110 Views

It's been said that ship combat will be based on a roll of offense vs defense, but that we will be able to see the ships fight it out. So my question is, what are the combat graphics based on, is it just a random scenario based on the outcome? That is to say if side X is going to win, do the ships just fly around randomly with eventually side X destroying all the other ships? I'm kinda hoping that there are multiple rolls done as ships go

3 Replies 9,692 Views