amazingly, destroying their homeworld has apparently no affect on how much they like you. all you have to do is give them some metal when they ask for it and go attack the guy they tell you to attack and they'll be your best friend forever. so ya, basically the AI diplomacy system is psychotic and terrible and i never use it (locked teams setting disables it). good thing the second expansion pack is about Diplomacy.
transitive
at minimum a damage boost for the Antorak Marauder would be appreciated. that ship is armed only with wet noodles and 'yo mama' jokes, some real guns would be nice. the rest of the ships seem to do alright even with current dps. maybe the Vulkoras Desolator could use a little love too since it dramatically underperforms until you've researched at least the first 4 upgrades for phase missiles.
hyper-ventilating rants on both sides now. i think its nap time for everyone, maybe some milk and cookies first. anyway, i don't like the idea of planetary mitigation. there are two main reasons. the first is that planets, unlike ships, actually do lose usefulness as they get attacked in the form of population loss leading to revenue loss. a ship, on the other hand, fights just as well at 1% health as it does at 100% health. this doesn't necessari
eh, i'll say it again, ignoring the Missile Barrage issue (which should really be dealt with independently since its so egregious) the two ships actually ARE in the same league. the Desolator is a very capable ship and i use it frequently. fastest planet killer in the game if you spec Assault and Bombard Platform. phase missile swarm is one of the best damage abilities in the game. the regular gunnery on the Desolator is pretty good too, respectable anyway. <
its kinda curious. the only explanation i can come up with is that Vasari weapons firing arcs tend to be alot bigger than most others races so a greater portion of that total DPS is applied at any given time. this is probably most noticeable on the Kortul which seems like its nearly impossible to get it into a situation where it isn't blasting away with everything all the time. All the ships have generous arcs though, its not just the Battleship. TEC ships are not
well, the Vasari in the game are the exile fleet. all we know is what what they observed. from the perspectives of the exiles what happened is all of a sudden phasic transmissions stopped and alot of phase lanes back to the core worlds of the empire got cut off. they never actually found out exactly what did it, they just got spooked and ran away before it caught them too. the "vasari menace" doesn't necessarily move all that quickly. the exiles are able to set-up
i mean, you guys might be right about what the "mystery threat" really is, its a plausible theory. but how could you make a faction out of rogue nano-bots? i'm curious as to why an organic ship would be problematic to implement though. its all fiction anyway. the mechanics wouldn't have to be noticeably different than the other ships, just the graphics. giant space monsters that look like squids/whales/evil-birds. i'd enjoy it. taste is one thing, and story plausi
you're talking about the quick start option that builds the cap yard and extractors for you? yeah, thats a great one. long overdue.
because when a man and woman love each other very much and then they touch each other in the special way and nine months later....new forums are born? i dunno. i've never actually tried to access the forums through impulse, just through normal browser. i'm gonna file this one in the same category as "how many licks does it take to get to the center of a tootsie pop?"
well yeah, for game mechanics you'd just come up with cool graphics to paste on top of relatively normal mechanics. you could have some unique stuff like being able to spread "madness" down phase lanes instead of the normal culture, or maybe an economy based on a resource that only the invaders could perceive (extra-dimensional resource asteroids?). i dunno, the point isn't to make the game mechanics so different, they should be close enough to the other factions that y
great ideas in here, fun to read and think about. i'd like to see something truly unrecognizably alien. i don't just mean some creepy space version of a humanoid or even non-humanoid animal. i mean some form of life totally unrecognizable to us humanoids, not even a chance at communication or understanding. for those of you who have ever read any H.P. Lovecraft or other similar stuff this would fall into the category of "outer realms entities". te
https://forums.sinsofasolarempire.com/forum/404
you've got the opinion of the so-called "camp #1"wrong then, if thats what you think. obviously a buff to strength and survivability must be matched by an increase in cost. there are two states that are balanced. strong and expensive is balanced. fragile and cheap is balanced. right now they are fragile and expensive. thats not balanced.
[quote who="JuleTron" reply="7" id="2110640"] What I find stupid is that the Kortul, Antorak and Desolator have lower DPS then the Akkan. How does this work? The Akkan is just a coloniser. [/quote] keep in mind that the Akkan is a side-shooter so its generally only firing half of its weapons at a time unless its completely surrounded. so ya, a completely surrounded Akkan does more damage then a Desolator firing just to the front.
in other news...there are 4 guided tutorials that ship with the game. i recommend playing through them. you'll learn not just nuts and bolts like how to research fleet logistics upgrades, but also learn some of the finer points of the interface and other useful things.
go to the strategy forum and look at the posts that are pinned to the top of the forum. several of them are detailed explanations of units and their counters. one of them is a very nicely done spread-sheet of the exact stats, armor types, and damage types of every unit in the game. there's lots of information. i repeat, go to the strategy forum and look at the sticky posts at the top of page.
still debating inconsequential points. Hangar Defenses are the tactical structure that counters siege frigates. in the current state its like a retardedly strong uber-counter against siege frigates. the 2 squadrons on a TEC hangar d can easily kill 5 or 6 siege frigates before they even come close to killing a 1500 health planet. and a hangar d costs less than even 1 siege frigate. look, its clearly out of whack. i'm not sure what the origin of this resistance is.
each of the ships has different issues in my opinion. the Ogrov is a wonderful SB killer. a group of 5 or 6 of them will blast apart even very upgraded starbases pretty quickly. its pretty good against normal structures but not that much noticeably better than a carrier with bomber squadrons. Starfish on the other hand are mediocre against SB's but will rip apart ordinary structures incredibly quickly, usually kill them 3 or 4 at a time.
just to get this out in the open, i think alot of people have vastly differing ideas of what is meant by "re-balancing". i think when some of you hear someone say this the only thought that occurs is "oh jesus, they want this nerfed to hell so bad it will be unusable." im sure that some people do mean that when they talk about re-balancing, but i certainly don't. i like Missile Barrage as a very powerful ability. i just think its a bit too far down the power level
battleballs works for all races. in general you should concentrate your forces. the most common fleet deployment technique is to have 1 main fleet with most or all of your capital ships in it. this main fleet generally tries to go on offense. then a secondary defensive fleet with no or fewer capital ships will be used to patrol your territory and respond to incursions. the smaller defensive fleet gets to benefit heavily from force multipliers like tactical structures and culture bonuses so ca
yeah, but how friggin hard is it to change the attribute setting _militaryLabsRequired =1 to _militaryLabsRequired =3. i don't know enough about the coding of this game to answer that honestly, but im sure somebody could. i've seen lots of user originated mods that totally rearrange tech trees. its clearly not hard-coded into the game so as to be unchangeable. from a design point of view if one particular design decision lacks utility t
like i said in my previous post, the issue as i see it is not that there is no reasonable counter to Missile Barrage. there are several. but that's not really the point i was trying to make and arguing against that particular straw-man ignores a different side of the problem. the problem i see is the extreme level of importance the Missile Barrage ability has because of how devastating it is when not specifically countered. it has a warping effect on the dynamics of the
why is triangular unit balance so hard to accept? this is the rock-paper-scissors game we've been playing since we were all 6 years old. light frig -> carrier -> long range -> [wrap around to light frig] thats more or less the balance, except that carriers use squadrons instead of guns so the issue is complicated by the presence of Flak Frigates. not complicated much though, because lights counter those as well.
flee button attempts to path a course to the closest friendly grav well. sometimes it goes through enemy g-wells to get there, which is often not a very good decision. best to plot your retreat path manually so you don't jump into a minefield or starbase by accident. also, pretty sure default key binding for retreat is "shift+r", in case any of you feel that saving 2-3 seconds from a retreat command is worth your time. on a more genera
i kinda think that Missile Barrage really is one of the few abilities in the game that presents a balance problem. its not that ita auto-win no matter what, it does have some perfectly good counters, its that it towers above every other level 6 cap ship ability in the game by a huge amount. its so strong that getting a Marza as your first cap is almost compulsory for TEC players in most games. your fleet goes from balanced to overpowering when your Marza levels up from