This was supposed to have been fixed, but alot of people are still experiencing this. In the end it's mostly just the AI doesn't want to lose their fleet, although I've seen them stay and fight at their planets before.
Advalary
This was supposed to have been fixed, but alot of people are still experiencing this. In the end it's mostly just the AI doesn't want to lose their fleet, although I've seen them stay and fight at their planets before.
[quote]No enemies left with planets owned. Maybe the TEC super weapon was on autocast and killed the last enemy planet without you noticing.[/quote] Wrong. As long as the enemy has a colony ship left and hasn't surrendered, they don't need planets to stay in the game last time I saw it happen, (which was before 1.3, but I think it was 1.2, can't quite remember).
15%, it's on the infocard for any ship in the affected gravwell, unless your talking abou the vasari, in which case it's on the culture tech infocards.
Yeah, I actually find that just setting a bunch of the deliverance engines on auto-fire = win if you can defend them long enough, whereas the TEC come close but the planets, after a while, can still be recolonized.
I'm not so sure it was a typo...
[quote]Then you can't do anything with itWell thats a pretty stupid idea if you ask me.[/quote] You already knew the answer didn't you?
When I look at siege weapons, I see them as being very inaccurate because of the way the shots go off at angles from the forward axis of the ship (I know some people would say they are just targeting specific cities/infrastructure) but that's why I have always assumed they didn't turn these weapons on anything smaller than a large asteroid. Besides, have you seen how slow planet bombardment weapons travel? (excluding vasari) How can you expect that to accurately target even a cap ship?
I think your seeing things wrong, I usually see the effect go for far longer than 15 secs cause it keeps procing every few seconds, you might be seeing the effect of the rad bomb? I know that doesn't last too long.
Yeah, I don't mind the way it is tbh. It fits the lore and provides some interesting options for strategy. Should I ally with this one or that one?
[quote]I LOVE all the races' voices. The vasari is my favorite, reptilian and just the right amount of energy. The Advent is just plain comic relief, and the TEC voices are fitting and 'cool'.[/quote] How you get cool out of the robotics cruiser is beyond me. But yeah, I think the advents voices sound the most polished, the rest sound half-assed to me, but oh well.
[quote]I find culture in this game a bit out of place. It just doesn't fit well. How a planet I just bombarded into oblivion and is now completely sterile uncolonizble due to enemy culture, I cannot fathom.[/quote] I always imagine culture in this game not as actual culture, but as propaganda. It makes more sense that way.
What really sucks is when you find two of the same artifacts.
[quote]Your copy of Sins lets you start in prehistory, build cities on your planets, and develop into a space faring empire? Neat, I must have gotten a bum copy.-----------------------------------------------------------------There is a game like that.It is called Spore.I knew someone would say Spore.[/quote] Yeah, i thought that's what he was alluding to.
But the advent and tec use colony ships to take neutral extractors and they need to micro it, so it's balanced that way.
Serondal, don't listen to these fanboys telling you your wrong, you have every right to your own opinion and every right to voice it. If you decide your wrong then say it, but don't slowly back down just because you get flamed by a bunch of guys who kiss dev butt, they won't be the people who make this game better. Geez, the fanboys on this site just can't take any criticism at all on this game, or the devs, without going into some Orwellian rage. And heflys, great constructive r
Tab will change the highlighted ship. And the highlighted ship is what ship you can use abilities for, and what ship will be made the "flagship" of any fleet you create.
Yes, there is more than one, if you play with multiple systems...
[quote]I assume this is a bug, it is still present in 1.03.Devs please fix this![/quote] Not a bug, this is to prevent you from scuttling your entire navy at once on accident.
This has been going on for along time, since early beta. Doubt much will change, the devs say this is to ensure that teams can't be stacked easily and to ensure that combat breaks out quickly in a game.
Pit two light frigates against each other, time how long it takes for one frigate to kill the other. Ok, now do the same with a cap and the same frigate, time how long. You will see the cap ship is much faster at killing, and not only that, but that cap ship has weapons it can fire (usually) at frigates at the side doing damage to them. This is not HW2 where ships are destroyed like popcorn, it's supposed to take a while for ships of any kind to kill each other, to give time to get reinforcem
I doubt stardock put that up on filefront.
Yeah, IC keeps saying they want us to make up our own stories but if your story is that you came into a system with an ally you lose because apparently your ally forgot to make that turn...
Then you have found a bug, because since release, I have yet to see this happen. My production queues will go straight to whatever they can build next in the queue.