the weirdest part is that the colonize order gets issued even fi theres not enough antimatter so it just sits at the max range of the ability until the antimatter charges up
DeadlyShoe
If you planet that hasn't had its civilian infrastructure upgraded is Embargo'd, the negative income is 'stolen', and the defending player loses less money than they would otherwise. Not a serious problem all things considered, but.. ;)
for the record: starbase range tec: laser - 7500 beam - 5000 missile - 10500 advent: plasma - 7500 laser - 5000 spirit blade - 9000 advent's 'short' range only shows up when fully upgraded [quote]Right now they're basically the equivalent of a supplementary hangar bay and a few turrets (just with lots of HP). If they were cheap, sure[/quote]you can only really hit T
random map? that looks like two gravity wells placed on top of eachother
Hi DeadlyShoe, I still remember you calling Necrons being fine in DoW forum. they had problems, but as always mostly people were just bitching :) the point is that people are calling for radical design changes while seemingly unaware of the tools that already exist advent: drones vasari: movement tec: auxiliary government that doesnt even get into meta-factors like being a fleet resupply point or construction area or safe zone
no no no the vasari starbase moving is silly enough use the tools you've been given - minefields, hangar bays, auxiliary government, etc. before calling for radical and silly changes
fighters on the TEC starbase only costs twice as much as a hangar defense. That's pretty good all things considered. The trade upgrade costs 4 times as much as equivalent trade posts... and the construction upgrade is like [i]eight[/i] times as much as an equivalent frigate fac. Brutal. Just use carriers. for reference the missile range on a tec starbase is 10,500, laser range is 7500 and beam range is 5000 missile range on a LRM frigate is 9800 the r
Mines should remain 'spotted' forever. That way you could map out a systems defenses with scout ships and plot ways around the mines for your main fleet.
Use mines to block fleet movement past the frontier. Starbases have ways of forcing people to come to them, like Auxilary Government, clusters of hangars and factories, etc. There's always the Vasari method too, just move around to squat on whatever phase route the enemy is using :P
I've had it happen at every starbase with many or no upgrades at all... The effect that that goes on top randomly switches with one of the 'plume' effects.
Clicking on the build capital ship button for TEC if you don't have a factory results results in a "Frigate factory required" message. Conversely, clicking on the build frigate or build cruiser buttons results in a "Capital ship factory required buttons."
Suggestion: the Entrenchment update process should turn off default mods. Problem: I can't edit my farkin replies.
Renaming intro videos: no change Update: Removing the APPDATA/LOCAL/IRONCLAD GAMES directory fixed the problem I believe this was caused by me having had a mod set to default under my SINS install.
Reboot: no change Impulse verifies the installation
No minidumps because it's not crashing. But once it starts it displays a black screen and nothing else. Alt tabbing reveals it's consuming a static amount of memory and CPU usage hovers between 50 and 60 %. I've waited 1 minute in this state. Have tried compatibility mode (vista -> xp). Will try rebooting. http://www.deadlyshoe.com/dxdiag.txt
I'm shocked, shocked that if you spend 6000 credits on frigates you can destroy 3000 credits of capital ship.
The planetary shields don't prevent damage, they reduce damage.
Five bucks they work like Pirates but Eviller
Oh pffttsssh. Why do people keep bringing mitigation up as a point against missile swarm? If anything it works in missile swarm's favor, since you are dealing massive damage in a single shot to multiple targets who are all sitting at 15% mitigation. Spreading the damage is only a problem if you are facing area-effect repair/regen spam. I'm not sure why you bring up Radiation Bomb, being as it is directly comparable to missile swarm. :p Are we to suppose abilities a
Solution: Buy 100 cobalts (~40000 credits) and 4 Kols (~21000 credits) and sit them on the gravwell edge at a choke point. Use the other 40,000 credits that the Advent player spent to research and deploy a few Novalith Cannons :p
There's always Ressurection :)
Mitigation affects all forms of dealing damage, it's sort of weird to dump on Phase Missile Swarm on that basis. :) I think Phase Missile Swarm is probably one of the best abilities in the game. While its antimatter lasts the Desolator is an absolute terror to frigate groups. I do wish Disintegration was more, well, useful. I mean, phase missile swarm outshines it when it comes to dealing damage, and the healing has never really [i]helped[/i] that I can recall.
I think that even if spread fire makes mathematical sense, you'd need to change the interface to make it easy to spread fire before it becomes good gameplay.
They are obsoleted by people spamming missile frigates, but that in turns get obsoleted by carrier cruisers. As fleet composition becomes more balanced and support cruisers start showing up, light frigates come back into their own because they are cheap, do good damage and severely impair the function of support cruisers. i mean, if the opponent brings a lot of Overseers or Subjagators to a fight, that can really change the whole dynamic and Light Frigates are the best counters.
Nope, according to the press release they are The Publisher.