i´m around now
Pithlit
yeah, that should do it, lets do a lab
I have noticed another small bug: You can´t remove the planetary reinforcment upgrade after you issued it. normally a right click on the planetary upgrades cancels the thing in progress, but doesn´t work with the HP up.
Annatar11: exactly my point
I think that is the bug if someone builds a culture center. also you will like this: [quote] The following issues are fixed: ... ... Fixed: Fixed 'IDS_PLANETDETAILSINFOCARD_ALLEGIANCEDETAILS_DELTAFROMCULTURE' error. We'll put a hotfix out as soon as possible [/quote]
Well, especially against a Kol the phase missiles wont do any good as the kol has especially the ability to block those. And bad as it is that ability is incredible cheap and has short cooldown I have admit that i like to use LRM as Tec very much, as they have good range, firerate and stuff. With the vasari i find the Torpedo frigates really lacking, they fire so slowly and everything. I think they are especially designe
of course thats the first in order, i´m just spitting ideas out ^^ So the devs know
[quote]It's mostly the capitals that take a while to lose their shields, letting you get a slight head start on the hull before everything else is able to damage it.[/quote] Yeah, but its not quite a headstart, as the damage does not increse for a missile bypassing the shields. The 30% that go through the shields and onto the hull are also 30% damage the shields recieve less, right? If a phased missile that goes through would both damage shields and hull the upgrades would actually
that could work But even at max tech (30% passage) you would have to do 3 times the damage to kill the ship than you´d normally do. I dunno, how much a dunov can restore, but i don´t really think it can restore a caps shields two times completly over. I have also tried experimenting with the Torpedo Frigates special ability, but it doesn´t seem to increase the range as stated. Has anyone else experienced this?
i really hope we get to test that later on, its a quite vital feature
I have noticed, that the vasari are using the very same damage effects (flames, spewing vapor) when their ships get damaged. I think it would be really cool if those would vary from the TEC ones, as they are using other building materials (which would produce other flame colors) and stuff. I also think that green flames and explosions if their ships blew up would fit much more into their scheme of color. For the advent and their crystal like ships some blue or teal, more electri
which they sadly don´t, those vasari tropedo frigs fire just so slow And as said if one of 3 missiles hits the hull that usually means that the shields are down when the hull is around 60-75% (in most of my tests) and then the advantage from the missiles vanishes. And while the shields are still up the hull and the shields are regenerating, thus effectively double the healrate.
4 months is to few time for new models? Right now even though the KOL looks great it doesn´t really feel like it belongs to the TEC, it looks simply out of league.
I have to admit that i noticed that, too. The two races share so many similarities, i was hoping for quite diverse races aswell. Right now its only a difference in ship numbers (vasari are more expensive but stronger) and capship abilities. And of course the lategame special techs, like phasegates ect. For the rest each ship has its counterpart, even ranges, speed and the like are very similar. I hope, they put a lot more differences in the races, so that they have a dif
ok, sorry misunderstood you there then ^^ it is true that you can do that, but you can also do it with the change i suggest. i get the impression that you think that i want to remove the outer gravwell, again. But it is far from that, i love the greater manouvering space. The only thing that concerns me is the jumping behavior when utilising the outer gravwell. You will still be able to use all the tactical advantages, the only thing i want to fix is that the current set
no, what i mean with migration is that instead of the hull, the shields get damaged i know that mitigation supposedly blocks some shots, but if i look at the damage it seems that hull goes down just as fast as shields. Has any modder tested this?, by lets say setting the mitigation increadibly high and the shields should be neigh invulnerable.
so how much damage do shields actually "block" if they would really negate a whole bit of damage this would be nice, but currently i have really only the impression that they migate the damage from hullpoints to shieldpoints.
The new autocannons look especially awesome! Hope we get something like that on the Akkan (one with the direst need of some work) and the Dunov The current small sticks sticking out of the hull are just silly.
I think they should simply give the dead asteorids an development option, that doesnt add any population, but removes the costs. That way you could decide between lifetime rates or a one time bigger investment to solve the matter. If its a point heavily combated that you might loose you can pay the rates, but if its more back and you are probably going to keep it for a while the higher cost of the development might be the right route.
I have been thinking about this for quite a bit now, but i can´t really see the advantage of phasemissiles above normal ones. With the phase missile techs i have the chance to let 30% of my torpedoes bypass the enemy shields. This means 30% of the damage is directly done to the hull, while shields are still up, right? In my eyes this barely any matters as ships don´t have 30% in hullpoints instead of what they have in shields (dunno about advent, though) A negative side on the ea
The real challange is to defeat the demo on delta mode without firing a single shot, tranquilizer or otherwise. (and of course completing the secondary objective aswell) Took me quite a bit and requires some interesting routes and enemy evasion tactics. But its truly a lot of fun and keeps the adrenaline flowing. Anyone else has done this?
I think they should drink lots of warm tea with honey ^^ I don´t find them that creepy, more like people with a bad cough. Also fun: "How .. sinister" for accepting a simple move order cracks me up every time.
[quote] incorrect, if you go out at an angle you can jump ahead of the enemy. [/Quote] How do you jump at an angle? Tried quite some things with the new gravwell, but if i jump my ships to the next gravwell they always end up at the same positions where they started. If i let them fly from the right inner side of the well they will also appear on the right inner of the next and vice versa. [quote]you dont need to get behind them to manuver around t
[quote]sweep enemy fleets by jumping early![/quote] The only way you could use that, is if the other fleet is farer out in the gravity well than your fleet when you are jumping, something that normally doesn´t happen, because if you just jump every fleet jumps as soon as possible. I see the outer gravity well more as a room to manouver for both the defendant fleet (by staying right at the edge you can get behind the enemy if he jumps in) or for the attacker fleet to manouver around
The big flash. the sound plays but there is no eyecandy ^^ the + and the > for missing squads is there I have also encountered a quite bad thing about the new phasejumping system. The new gravwells with the outer ring are really great as you can now jump into another system much more flexible, but there is a sever flaw: If you jump from the inner part of the gravwell, you also arrive in the inner part, if you jump from the outer edge you will also arrive on the ver