Any word on when the next patch is slated? The issue with mines in general (and most specifically of the Vasari mines being free and unlimited) has crippled playability. Vasari AI will carpet a gravity well in mines to the point of lunacy and performance degredation that has forced most people to either stop letting the AI play as Vasari or stop playing altogether. Other than that I'm loving the expansion so far
Tessian
[quote who="Tridus" reply="6" id="1990366"]Well, not the performance problem. So many mines appear in so many systems that the entire game slows down. If you actually go into one of them, I get a slideshow. A minesweeper won't solve that, because it'd still take 45 minutes to clear the field at slideshow speeds, after the other defenses are cleared. As it stands now, once the Vasari mine spam starts Entrenchment is unplayably slow on my system. Original Sins ran a
I'd also like to throw in that all of this that's discussed should only be considered in regards to a FULLY UPGRADED starbase. They definitely need to become more useful, but they should be able to easily make every planet horribly difficult to take. Initial starbases should be moderately expensive and flimsy (as in won't stand up on its own against an attack any greater than a small fleet for more than a minute or two) but the upgrades you throw on it turn it into a force to be
[quote who="Starhound" reply="10" id="1988862"] Anyway I'd prefer you could only research one military tech and one civilian tech at a time and the new defense techs would surely fit in the military tree.[/quote] No it would not "surely fit in the military tree". The military tree is packed as it is, there's no room for a 4th row of defense. I really don't see what the stink is over this, why is this so bad? Better organization + space = Good
Really? You're going to complain about an expansion before it's been released? How about you use the beta period as a head start to make your mod(s) supportable under Entrenchment too? It really doesn't sound that hard to even backup the whole directory so I don't see your point in crying about things. As far as I can tell Ironclad has been pretty decent about mods, but nobody ever claimed they needed to go far out of their way to help. I'm sure you'll be abl
I disagree- ASF's should be dealt with like siege craft which is what they're doing. They're extremely powerful and fragile ships that need to be microed a bit, not thrown into a fleet with all your cruisers and frigates. Just start them off on a building of your choosing and let them do their own thing. I think they're pretty good right now, they shouldn't be something you can just pump out 20 of and they're powerful enough to take down a starbase with ease if left unchec
Vasari mines are totally broken IMO because of this. Until they fix it you're basically forced to play games against TEK/Advent players only. If you look around there are MANY threads about the mine issue... it's not really a problem of them being overpowered, but rather of the Vasari being able to drop an unlimited number of them for free.
[quote who="Dathion" reply="6" id="1988637"] have vessari SB move? its rather useless. eather lock them in orbit or stay put.[/quote] Useless?! It's EXTREMELY useful! For every other race it's easy to avoid their starbase and pummel the rest of the planet before dealing with it. Not only does this mean the Vasari starbase is never left out of range, but it also makes it extremely important for an invasion. Drop your fleet into an enemy gravity well,
If the provisional gov't/loyalty upgrade is broken then that's obviously an issue, but the description on it SPECIFICALLY only talks about saving your planet due to bombing. I don't think it should be allowed to stop due to culture as really that's not something the starbase can stop. The upgrade stops you from losing the planet to bombardment because there's an auxiliary government on the starbase to keep things running... but how would this help when you're losing your planet to
Has anyone even noticed a change when you upgrade to the 2nd weapon tier for "extreme range"? I haven't and think that may be most of the problem, but if it is working as intended then definitely needs a range increase. I definitely also agree that starbases need SOME DEFENSE against bombers, and no hangar bays with fighters isn't really the answer. Flak guns would be great, even if it were the tier 3 weapon upgrade. For mobility-- I like the idea of starbases moving
[quote quoting="post"] It was then pointed out to me, that my friend's super weapon was rendered even more useless (advent remember). He didn't even bother getting culture upgrades because he knew that with 1 upgrade (so I guess about 4000 credits and the time it takes to build) my space station could lock down planets and stop all chance of conversion by culture. Well, gee.... so advent's weapon is even more useless, because at least mine can take o
I just finished a game vs a hard random TEK AI and it had to be one of the smartest AI battles yet. When I started dominating militarily, the AI started to build multiple broadcast towers in his remaining planets. I didn't even notice this until I got a warning that one of my border worlds was about to revolt. Not only that, but the AI liked to use repair ships too. Its fleets mostly consisted of heavy cruisers, repair bots, carriers, and light frigates. Even t
Yeah I stand corrected-- just finished a game as Vasari and sure enough I didn't need to research colony pods to use them.
Hmm... never saw this, I've played maybe 5 games so far in beta and haven't seen anything like this. I always play Hard random AI too, but I've only ever found the AI to be as good if not better than before. They attack me where I'm weakest, they hit me where it'll hurt and then run when I get there, they build starbases and everything.
Did you track this across multiple games? Because I don't remember it being usable before I researched it.
Mines are so terribly difficult to deal with right now I think NOT seeing them would make the game too frustrating. If only scouts can see the mines, then a scout better be able to see all mines in the gravity well, but only make the ones nearby vulnerable.
I haven't encountered this before-- but I do have an additional torpedo frigate bug to add: Torpedoes do their damage before they hit their target. This is mostly cosmetic, but I've noticed everytime a torpedo is launched the target takes the damage from the torpedo when it's only maybe half way to it. The battle loses some of its appeal when this isn't timed right. The explosion then is an after thought. Oh and not consistently, but I've also noticed the torpe
Why can't you take out his blockade? What I've started to love doing is bringing a starbase constructor with me on every invasion. At the start of the fight you start the base construction and just wait. I've noticed it seems almost impossible to destroy a starbase during construction, so as long as you keep his fleet occupied you should be good. Then when it's built start doing defense and weapon upgrades and you've just given yourself a very good chance. Do
[quote who="Lord_Dark_Cloud" reply="4" id="1987083"] On a personal note. You guys need to chill, take a deep breath. Try to look at things objectively, when you can't figure something out. Well obviously, I know what I'm talkin' about..it must be broken. Or maybe, just maybe the truth of the situation failed to present itself to your infinite all knowing minds. Oh and remember take that deep breath. [/quote] Mines are without a doubt totally imbalanced r
I've really only seen mine spamming being an issue with Vesari-- make their mines cost half as much as TEC for starters or something, the only way I can probably play right now is by disallowing Vesari in the game. That aside, there HAS To be an easier way to kill a mine field. I can NOT be expected to sit there and micro manage killing every mine around a planet. Give a unit some sort of mine sweeping ability-- in WWII the Allies dealt with minefields at ti
There is no way to currently combat the Vasari mines... as Tridus mentions they're free and the AI loves to drop them EVERYWHERE. I've gone to worlds where the gravity well was literally COVERED in mines. Luckily I've noticed they don't all seem to go off very often. On top of that-- am I the only one whose ships are having difficulty shooting mines? Even with a scout sitting RIGHT NEXT to a mine, it seems half my ships are unable to attack. They
[color="#FF0000"][B]I MAY HAVE FOUND A WORK AROUND[/B][/color] I used to have this problem (Vista 32bit) but it recently got worse where it would freeze outright with a black screen and stay there until hard reboot. I messed with settings at what seems to have worked is to: Turn ANTI-ALIASING OFF. As soon as I did this the freezing stopped. I also turned all my effects down to High which may have helped, but as soon as I turned anti-aliasing back on it started happening again
So I went to play the training mission and right when it had me take my fleet to explore the 2nd planet the game crashed. Somehow I got back to my desktop and was able to try again. This time I lowered the resolution back to 1024x768 (saw a bug around about training and resolutions) and was able to play the 2nd and 3rd missions no problem... but the first mission is broken. By broken I mean it loads and puts me at the beginning but no tutorial messages pop up and there's no way to advance the