I'm ashamed of you all... This many replies and not one crude drawing of a radiance battleship using the advent starbase to do questionable things to the cap ship factory? For shame.
OnyxBMW
Crap... GET THE SUPER GLUE, STAT! If we hurry, maybe we can piece them back together before they fall completely apart!
Thank you, Draginol. That was a truly amazing and well worded thesis of your business model.
[quote]YOU FOOOOL!Focus Fire doesn't increase damage mitigation, DAMAGE increases damage mitigation.And for reference, a single Heavy Cruiser is able to cap another ship's damage mitigation on it's own. So stop it with the focus fire nonsense.[/quote] Except for the fact that the mechanic is an anti-focus fire mechanic procced specifically by events of damage being flagged? Sure, 1 specific ship may be able to cause the focus fire proc to fire completely, but it's still usually
hrm... So it most likely is bugged (or undocumented), but it does work... Well, at least I know for future reference not to build the extractors as fast next time.
[quote]i chose halicon as 1. just for lvl 3 energy aura all other abilities are so-so,good but nothing special.For me rapture is the best coz he complements every other advent cap. ship best(vengance with anymosity,vertigo is so good and universal ability witch complements any cap. that is victim of focus fire(60% less dmg)and esenceialy excelent debuff,con.aura (it works diferently than micr. aura from vasari carrier,squadrons dont have to be in aura range,however their hosts must,but it is goo
I had my akkan at level 3 colonization (first time I ever brought it above 1) since the ability looked juicy (especially early-game) and actually noticed it at L2 colonization. I brought it to L3 as well, and didn't notice anything happen. No free extractors, no free "purchased" extractors. This was in 1.02 that I noticed this with a game I played with a friend a couple nights ago. To above: (edit) Really? Hrm, that'd probably be why... It would be nice if the
[quote]After a large battle, the player playing as TEC will take AGES to get enough resources again to rebuild his fleet. Pervasive Economy + Industrial Juggernaut. Also a Vasari using only RA ships without any support craft will die to TEC fleet.[/quote] Those only go so far when the majority of the TEC's massive income is absolutely decimated by the massive upkeep levels you incur. Likewise, if a vasari player has RA, they don't care about upkeep, so they stop using the black market
Eh, the progenitor, radiance, and rapture are probably the best 3 you can get at first, I'd argue. The progenitor is just a 1 man cap of doom. With just it in any fleet, you can take on a fleet twice your size with the BS that is "malice". (spreads 24% of all damage done to targets debuffed with malice, which is a no-limits chunk in a very large area, and sends it to all other ships debuffed). With radiance, except against vasari with deep-level military research completed, it is abl
Actually, Annatar, it doesn't. For some reason or another, I have never seen an extractor either auto-build with this ability, or be shown as costing nothing when you click to build them. The ability is bugged as far as I know.
[quote]LOL... yes, the player should be punished for sacrificing his/her fleet. The point is that if you *know* you're going to lose your fleet, you have to retreat BEFORE that happens.In war, unlike most RTS games, knowing when to retreat is as important as knowing how to win. "Live to fight another day," as the old saying goes!The fleet upkeep is a bit annoying, but I tend not to max it out until I am know it's the big, final push. Keep it a couple notches less, so even if the opponent has
[quote]To all the people saying it would be realistic to have scalable logistics;We're fighting in ****ing space, with ****ing sounds, with some big bad space empire on the ****ing run, and humans haven't had a ****ing war for a thousand years.Oh no, we better make those realistic! Gotta remove the sound and add some wars into it (making the tec much more warlike), and the chances of meeting an alien race are pretty slim, so we gotta remove the Vasari. And some PSI-ability race bent on revenge?
[quote]Actually I was thinking the same thing, you should be able to scale it back down. But, so people can't just due it willy nilly strap on some costs and make it so that it has 'de-research' for a fairly long time, making it so that the player still has to pay the upkeep for a bit AND the added cost for 'de-grading' the system.[/quote] The problem with this is, the military isn't going to throw away technology they need to win a war after they have acquired it, regardless of cost, i
[quote]Idiot. Why didn't you research metal/crystal mining efficiency?[/quote] And here is the post of someone who hasn't bothered to read any of the posts. [quote]Disagree completely with OP for two reasons. A) Games would go on longer than they already do. Losing your fleet has to mean something. Without these upkeep costs you could crank out an entire replacement army in a matter of minutes.B) It forces you to make a tough decision in upgrading your fleet size.Upkeep is goo
at most, it should not decay beyond 30% of max fleet upkeep after, say, 5-10 minutes...maybe 15.
[quote]Unfortunately, Sins is during war time and there is no peace time, so trying to scale back war resources would be really hard.In fact, during war time, supplies that sit idle sometimes can cost more than being deployed, as the supply chain can't be halted at a moment's notice. Many supplies are ordered months in advance.So if upkeep was to be "fixed", allowing a player to scale back should incur a significant penalty. Which probably makes it not too worthwhile.[/quote] However,
[quote]This isn't something that needs to be "fixed". You have put together all the infrastructure, officer corps, supply fleets, etc. necessary to maintain a fleet of that size. Just because you had a bunch of your ships blown up doesn't mean that all goes away.I'm glad they leave the #s the way they are. Makes it an important decision to upgrade your fleet capacities. If it automatically adjusted based on how many ships you actually had in service, there'd be no reason not to max it out as
Jumps can take a huge time, but on doppleganger the stars were placed right next to each other in the map editor. On a map I created, I made it so it took over a minute to go from one star to another just by moving the star's position well away from the other in the map editor. And, when the star is really far away, there's a really cool star cluster in the nebula when in one star looking at another. Basically, they can be made further away (ergo taking a longer time),