If you have the replay i'd post it.
DeadlyShoe
9000 hp base hull with no shields would be weaker than the current starbase. Nano-disassembler doesn't do much damage, but it does reduce armor, so even that ability would be stronger against a hullbased SB. for the record, advent structure mitigation never goes above base. it doesn't go up to 57%+ like a SB, frigate, or capital ship
hold position on fleets is very useful for dealing with the mines. As a bonus any fleetless ships you send in will join that fleet, rally to it and not go off on their own. it would be nice if the fleet AI were smart enough to just avoid mines though it doesnt have to be smart enough to sweep them you can set up hotkeys for most things if they don't already had one. check the menu.
I think it does hull damage, but it takes so long to reload that the shields have regenerated quite a bit it doesnt do a lot of damage no but it does it to a _lot_ of ships. You don't really want that thing being able to destroy the whole enemy fleet in 3 minutes flat.. :P the weapons upgrades for advent are futzy in a couple ways, but when they work it has pretty decent firepower
Make sure you arn't waiting on a fleet-cap research, or on the cruiser research
It's very strong, but it's very expensive; and at that it's still weaker than like Pervasive Economy. Consider how many warships you could have constructed for 38000 credits, 6500 metal and 4600 crystal (12 upgrades + 10 non-frontline starbases, assuming at least 2 of the starbases have military function).
There's nothing wrong with turtling, but you still need to build fleets. Not just defenses.
[quote]- The description of the Advent hangar defense ability says that it "bolsters" shields, which feels like a misleading wording to me. The ability restores shields, while "bolster" suggests it adds to maximum shields or something.[/quote] Any orbital facility near an Advent hangar gains 750 pts of shielding along with 15% mitigation. The mitigation cannot increase, so they are inferior shields, but it's still shielding. I mean orbital structures usually have none. I g
OH so thats why they had those huge claws shows how much i've played vasari.
um those previews are pretty accurate to the game as is what are you people on about? You can deploy starbases anywhere, defenses all have a greater tactical significance owing to abilities, an upgraded starbase costs 3x (if not more) as much as a capital ship and such a starbase requires 'several capitals' (at least) to defeat... the only thing i see that's misleading is that starbases would be able to 'level up' like capital ships. which is a mistaken impre
For now I would take a screenshot and recreate it in galaxy forge. Give it a name and tweak it for perfection.
all you need is small fleets of flaks and scouts for minesweeping you dont need a whole mainline battlefleet [quote]Here my see my puny fleet WTF pwn a fully upgraded starbase. So underpowered yes.[/quote] 6 high level capital ships is not a 'puny fleet' under any definition... i'm not sure why you'd want a starbase that took more to kill...
advent SB already has two pretty good 'system control' abilities - the dazzler field and the meteor controller. the dazzler turns off the engines of anything caught in its effect for 40 seconds, so good luck running the blockade. xD
I've figured out the problem. [img]http://www.deadlyshoe.com/SINS/sbweapons.jpg[/img] The ports in blue are added on the first upgrade. They fire the Psionic Surge, but the Psionic Surge isn't enabled yet. Lasers are enabled, but they don't have ports to fire from - they require the ports in purple, which are only enabled on the second ugprade. So you need both weapon upgrades for any weapon upgrades on the Advent SB to work.
They never lose their earlier guns. They fire all active weapons batteries.
right. AFTER I post i remember the key-rebinding workaround. figures. I set to f11 and it works.
the game still doesn't save screenshots...? I checked all the directories in appdata/local/ironclad games/ running as administrator, uac is off http://www.deadlyshoe.com/dxdiag.txt if i press printscreen it still prints to the clipboard so i can get screenies that way or i can use FRAPS but it's still annoying.
In Vista they are in user folder/appdata/local/ironclad games/
[quote]Ya if I remem its tehir metior one. I tried made one beside a planet in hopes of using it but in the time it took to make an upgrade my friend took the planet. So I tried it on his planet lol. It made the sounds an such but didnt do any damage[/quote] i havne't tried it ingame myself, but it looks like its supposed to work like this 3 strikes (level 1) / 6 strikes (level 2) that do 300 health and 40 population damage each, or 900/120 1800/240 damage. That's a prett
more likely it works but the graphic is broken it looks fine in the file
Random Medium Large readss 'while fending off up to three other factions'. Random Medium Large actually has up to six (aka 'up to five other') factions.
the ruiner kinda fucked yeah. you could sap/sabotage the AM with light frigates but you are still left with a crapload of deadly, deadly mines i'm not too worried about turtling because you can still go around a hard point.... if you can find a way through the mines anyway. Several thousands of resources in mines plus a bunch in a starbase means the enemy has that many less ships to fight you with soo *shrug* the AI is quite a bit cleverer about penetrating y
you need to turn off the default loading of mods if you have a mod installed.
If you still have the recorded game, uploading it might help. The squadron upgrade is expensive, but fighters are expensive in the first place. A 2-squadron hangar defense costs about 45% as much as the starbase upgrade. Plus they are capital ship fighters, they don't require antimatter to construct. can be useful for an 'attack base'.
people are investing waaaay too much in their SBs and when the enemy fleet doesnt want to engage it and goes around this becomes a problem don't fully upgrade a SB unless the enemy is actually attacking it i mean : deploying a starbase is cheap and requires some lead time (to build and move the constructor). Upgrading it is very quick yet drastically increases the cost. Since you can't always be sure where the enemy will commit their forces, focus on building shi