When I first played Advent and used Reverie it would stop an enemy (cant move, fire, cast, jump, etc), but you could still shoot them. The more you hurt them, the shorter the Reverie "stun" would last. With higher levels of the ability they would take more damage before breaking out of the effect. The description also seems to indicate this is how it should work. However, after using it again recently (post patch?) it seems to work more like the Vessari version where it just
Chaplin-x
1) Re: AI smartly surrenders when it's losing badly (planned for 1.03) Please make this optional for those of us that like to see it through to the bitter end. 2) AI behaviors: a) Less likely to run. Especially if fleeing will cost it a planet (AI flees too often and fails to recognize the value of attrition or the detriment of sacrificing planets). Fleeing as it stands is a bit out of control. The AI seems to never stand and fight unless it has a huge upper
Well, I am not really trying to make any statements about skill or noobness. We are all at different spots on the learning curve right now. I luckily had a few days to really dig into this game. I am more trying to bring a spot light to some of the AI issues without just saying "the AI is weak" or "its good but needs work". Or whatever; just trying to be more specific in hopes it can constructively be looked at.
Could someone explain the upgrades to me? I zoomed in and looked at my bombers (Advent) at the beginning of the game. They did "average of 3 points of damage". Okay. Several upgrades later on the tech tree that said it effected bomber damage the damage is still listed as 3 points average. What is going on?
[quote] Uhm, what dificulty level are you playing in? ... [/quote] We played against Hard every game. Some games we tried to set it to economic to get it to build its economy (it had zero trade strangely enough income). We tried aggressive to get it to attack more or with something besides siege frigates. We tried tech to see if it would play better that way. No luck. Generally games were (3 to 4) players vs (2 to 4) Hard AI. Locked teams of players v
My friends and I love CO-OP AI games. We have played several games now (we coordinated some, um, sick time...) and this is what we are noticing: 1) THE AI runs too much. It is like chasing your tail except through node lines. In some sense it makes sense to run, but a lot of the times it runs when it is either an even fight or if it is going to lose a colony and it should try to inflict attrition for attacking and buy time. Too many times all you need to do is get a slightly better
How exactly should the save feature work? We had our first crash (one guy dropped out). So we immediately saved the game and quit. I then hosted again using load game and loaded the save file we used when the guy crashed. Everyone could join except the guy who crashed. It would let him blink in then out and give him the message that he did not have the needed file. The auto-save worked for everyone, but was a bit old and before some important fights. Does the game distribu
I just want to make sure to follow the right steps. It seems like it does not matter if I click on links on this site or click the buy link when in Stardock central, in either case it does not seem to be tied to my Stardock account. What is the process to getting everything tied together? Will I get a key that I register in Stardock central once the game is released or should I be able to tie it in beforehand when purchasing? Will this all be tied together still when/ if Central co
10 more for the collectors edition box copy. Then "10 to 15" more for shipping. Thus 25 more.
I am torn as to whether the extra money is worth it for the CE edition. I like paper manuals a lot and am a throwback to preferring physical media. However, 25 extra bucks is... a lot. Are there samples of the music available?
Something I have noticed in watching the videos online, it seems like there are too few voices for units and the same lines are repeated to the verge of insanity. Do recent builds have more voices for units? Or perhaps could other sounds (engine noise or something) be dispersed amongst the voice acknowledgments so that you don't hear "how sinister" every third click? It reminds me of Pacific Storm (which had 1 or 2 acknowledgments tops so you constantly heard the same line). This ele