Schem the way the AI is right now this IS a "toe to toe" battle. It is an improvement over pre patch, but it does still need some work. Mainly in organization. IMO if the AI can mass 25 light carriers in one group it should be able to mass 2 kols, a marza, an akkan, and a dunov in that same group along with what was already there. It was fun considering that before the AI wouldnt put up a fight at all. Once we can do MP things should get much more interesting. Like i said i fo
Major Stress
These are some shots of the one decent battle i have had vs the AI. It was on a 1 star 20 planet map. Myself vs. The Trader Coalition (medium AI). No pirates, High resources. What was that people were saying that the AI doesnt build a massive fleet? Sorry for the UI, but i forgot what hotkeys hide it. Everything in this game progressed as expected. I had a crystal crisis because i was not b
LOL! I saved the replay of that huge fleet battle (huge for 20 planet 2 player game). The replay works too! ill snap some screens of it.
How many flaks were you using? i usually only have 6 im my groups
What i do to avoid ships breaking formations is use attack at weapon range for all except fighters, and manually chose your targets. You can shift click your attack orders, and queue your targets. I wasnt aware of the autocast bug, because i didnt experience it like you did. Im glad they got a hotfix in work.
Whats this "Space Mafia"? The bounty system is ridiculous as it is now for what the OP says. 9 of 10 time it is YOU with the highest bounty, because the AI still way overspends on bounty's. Instead of building its own fleet to try, and kick your ass, but noooo the pirates have become the "button men" of space. The idea of using pirates to do all the fighting for you if your the weakest link is kind of cowardly IMO. I like the "buy out" suggestion so far (make em an offer they c
What i mainly wanted to see was fighters engaging enemy bombers on sight which i saw with this patch. I also wanted to see flak frigs engage fighters, and bombers on sight, and that i saw too. So im a happy camper. It was a beautiful sight to watch an AI fleet with TWENTY SEVEN light carriers run away after all his fighters and bombers got mowed down within the 1st minute of the fight.
The only way what the OP is suggesting would work is if an option was added to load user created maps. I like the current random generated systems as it is now but his idea does have a use especially for mods. I am not sure if the forge tools will let you create fixed maps or not that will be for the devs to comment on.
It would crash the game within the 1st few seconds of the replay. Blair acknowledged the devs have had the same issue, and were working on it in irc chat. Basically replays didn't work since the 2nd patch of beta 1, and still dont work in beta 2
I like Sup Com, but i dont think the game warrants a sequel. I still think Total Annihilation is superior even though both games are almost identical. However being a general RTS fan, and since they are making a sequel i'll more than likely get this one too. Just hope my old computer can run it, because i cant afford a new one anytime soon
I tried the demo. I am NOT getting the full game. It has a very impressive graphic engine, but thats about all it has. The graphics, and artwork remind me of Doom 3. Game play wise... I had more fun watching paint dry. 2d movement, micro hell (if you want to use abilitys), Ships dont maneuver, the list goes on, and on. Overall its just been there done that game play. Yawn.
I almost forgot to ask... Is the replay function fixed yet?
I do it that way as well I dont think power leveling at the pirates expense would go over too well in a multiplayer game though. So yea in MP that probably would be considered an exploit. However you could always play "No Yarr" MP games
The pirates can easily be dealt with by spamming planetary defenses, and keeping small garrisons behind (preferably with a cap ship) to deal with the siege frigs. I usually build 3 hangers (with bombers since fighters are useless right now) 1 repair platform (next to the hangers and shield gen), 1 shield generator, and the rest i max the slots out with all guns. Research crisis recovery then you can shrug off those pirate planet killer attacks. Least till the patch arrives. I do this only on pla
Practically every game in this genre has the same issue of shots being fired though their own hulls, and friendly ships. Like Alway said if they coded in friendly fire, and realistic bullet physics even top of the line systems would have trouble running the game smoothly. Supreme Commander tries to simulate real time bullet physics, and look at how laggy that game can be even on the best of systems. I would rather have the magic bullets, and smooth gameplay than perfectly modeled physics, and la
I like the 1 time use colony ship idea, and the colony ship cant jump into a known hostile system idea. If jumping into an unknown system you could just make the ship auto return to the nearest safe system. Also limit the number of colony ships that can be on the map at one time. You can make it use a larger amount of ship slots to simulate being a huge population transport ship (scale the ships size up to reflect this too). Make them a little more expensive to build. Remove t
Say this with a racing announcers echo now.. The incredible "Phase Shifting Fighters!" Not only do they miraculously fly though your capitol ships without so much as getting a scratch (take a close look at the Kol while moving, and the fighters following it). They can now go though planets ! Who needs to go around obstacles when you can phase shift, and go THROUGH them! <img src="http://images.stardock.
Gas giants should be like stars in that they should have a huge grav wells (intentional for ships to take longer to jump in/out). Plus it could have a small colonizable moon (use asteroid model as placeholder for now i guess), and have 1 or 2 crystal roids. That way it wouldnt be totally useless. However you can only build in a small area around the moon you colonized. Id like to see different types of planets, and moons in game, or 2 colonizable worlds in the same grav well (planet, a
Nothing more annoying than to have 5 jump drive relics in a 5 relic game.
Pfft. Pointless thread.. However if i did have a choice of which race to have in game 1st it would be the Vasari. Not because they are uber, or anything like that. It is to fit in with the lore that it was the Vasari that started the war. However the Vasari did not expect TEC to be resourceful enough to fight them back to a stalemate. The Advent are the ones that change the balance of everything with their arrival.
Some think the game is too simple as it is now, and you want it dumbed down some MORE?! I dont think so. The gameplay is 2d though you can move your ships in 3d if you want to. If the devs made the main view non- rotateable i think it would break the gameplay as it is now, and an absolute riot would start. Right now, though it still needs a little work (mainly in the AI which is being addressed in the coming patch) you can practically sit back, and just watch whats going on. Al
I dont see "Fighters prioritizing enemy bombers/fighters properly" did that make it into this patch?
It is very irritating when what you describe happens. However the way i see it is when the structures are queued a some kind of foundation is layed, but you need the constructor to finish the job. Hegemonia had a similar problem, but at least it showed scaffolding when something was queued, and being built. If nothing is supposed to be there to begin with until a constructor shows up to build it then i agree it shouldn't be able to be targeted at all until it is being built. What i wou
I am assuming you found the screenshot folder since you posted some pics What i was looking for was exactly like what shots you posted, and i didnt find any problems like that. All the extractors (yes i checked every single one on the map) were centered, and all 4 feet planted firmly on the ground. Ill keep checking as i play, but so far i havnt seen anything like that. Its wierd that would happen
The old system of upkeep per ship/structure was pretty realistic, and doable up until you hit the 75% cap from there it all went to hell in a handbasket. The freedom you had with that system is pretty much what hooked me into the game. That is not to say i don't like the current system. In fact i do, but it does need allot of work. Buffing up the numbers is a temporary fix, but like Schem has been trying to say it may not be enough. I propose a system that combines both the old, and the