To understand how to beat the advent, you really ought to try playing them. Some things I've found: Every Cap ship boosts a different aspect of my navy and without them, my ships don't stand a chance. If everyone is close enough, every ship I have fires faster, takes less damage, regenerates faster and every nearby enemy ship takes more damage than usual. Knock out one of those capital ships and you just dropped my firepower by about 20% in a large engagement. Knock out another one
EvilGecko
ok this is a stupid question but how did u guys get the gray box on the left side of the screen to disappear? Go to options, then graphics, and then look at the UI choices. You can strip away almost all of the interface if you want to. I think the one you're looking for is "Empire Summary" or something like that.
Just use the "insert web link" and "insert image" buttons Heh, I just figured that out. I kept trying every variant of BB code I could and never thought to look for an "insert image" button. Sigh.... Since I can no longer edit my original post (w
Bah, you pansies. Ok. Some messing around indicated that I could: Edit CAPITALSHIP_TECHCARRIER and set their command points start value to 8, and their incremental value to 2. Then I went to PlayerTech and set as kingCapitalShipDefName "CAPITALSHIP_TECHCARRIER" That gave me a starting carrier w/12 odd fighter slots. Bah. I can do worse. So I also looked up FrigateTechCarrier and gave the cruisers a good 4 command points each. Then I looked
The issue I have with the tech is that it's mostly very incremental. A 5% increase in laser firepower is nice but it doesn't drastically change the game. When I'm forced to choose between that and a 5% increase in some other stat it just isn't an interesting choice to make. Tech is low investment, low return right now. I find myself queuing up a bunch of things because it doesn't really matter what order they get researched in. I'd suggest changing it to high investment, hig