Arseface420

Arseface420

Joined Member # 3036032
4 Posts 99 Replies 697 Reputation

Setting 'large fleets' increases the fleep cap for *each level* by 25%. The numbers given on the fleet logistics research page don't change, however. With normal fleet sizes you start off with a cap of 100. With large fleet sizes you start with 125. Similarly, with normal the maximum is 2000, and with large the maximum is 2500 (even though it is still listed as 2000 in the research panel).

10 Replies 27,163 Views

[quote]I don't think you can really assign a time scale to the game, no matter what you base it on it won't make sense in one way or another. Like most games, it's abstract to make it easier on the player.[/quote] This is true. To be fair, though, it seems like there is a fairly consistent (but different) timescale on the strategic and tactical levels. Clearly the population does not grow within the timescale that the battles take place, but then if it *did*, how long and borin

9 Replies 15,624 Views

[quote]It's a problem with DirectX somehow losing the input from the keyboard. Usually it's fixable by alt-tabbing back out and in again...[/quote] Interesting... I've noticed this in other games as well, so I assumed it was somehow windows-related.

3 Replies 4,295 Views

As Kyro said, press 'pause' I use this all over the place in the single player campaign. When you're playing against multiple hard AIs, all teamed up against you, you will often be fighting simultaneous battles on multiple fronts, where you're outnumbered in each battle. In these scenarios I defy anyone to effectively micromanage the battles for victory without utilising the pause function!

3 Replies 2,948 Views

Since one of the patches (1.03?) The AI can 'surrender'. They usually do this when they have just one planet left, and are heavily out-numbered (more than 10-1). Personally, I prefered it when you had to eliminate every enemy planet. There's something slightly dissatisfying about getting so close and then having victory appear at some random point.

9 Replies 6,305 Views

[quote]the TEC colony ship make me laugh. tell it to attack something. its almost whiney.[/quote] "Uuuuhhh... if you say so..." Yeah, it's funny :)

7 Replies 8,414 Views

I'm not sure what you mean about the background colour? For me, at least, the background is the same colour of black no matter what level of zoom I am at. Yes, the gravity-well is very slightly tinged blue, but only enough such that you can see the contrast at the edges. I'm running a nvidia card (8800GTX) on winXP32 in case it matters.

6 Replies 15,614 Views

Thanks for the replies, guys :) ChaoticMagician, your suggestion of providing a few 'sacrificial lambs' seems to work reasonably well. I tried with the very cheap cobalts, but frankly they just die too easily to be of any use against a large massed fleet. So, what I've been doing is just using my kodiac heavy cruisers in this fashion instead: Select 5 - 10 'sacrificial lambs' depending on enemy fleet size. Send them in to the centre of the enemy fleet, ahead of the rest, spread

4 Replies 16,909 Views

Nobody has any effective counters? :( I have to throw around the term 'overpowred', but perhaps it would be a good idea to limit the umber of ships which can be affected by a single subverter? Maybe to 16 or 32 ships? This way, if the abilities stacked, a large fleet could still be crippled by using enough subverters, without being an absolute nightmare to fight against.

4 Replies 16,909 Views

They will attack whoever is in the system, but they only appear at your enemies systems. Logically it makes sense somewhat, as they are fighting to free the system of its current rulers, whoever they may be. If I'm winning a match vs the AI easily, I usually don't research insurgency, as it can be a pain with newly conquered systems. If it's turning out to be a long slog-fest, then I will usually research it.

2 Replies 11,377 Views

Send in a scout to see what they've got, and then send in a fleet large enough to take them down. Simple, really. Beyond that - make sure you stay towards the edge of the gravity well. The pirates will come to you, and you won't have to take fire from the gauss cannons while you're fighting them. They don't use fighters or anything else sophisticated, so a blob of heavy cruisers works well. Nuke the asteroid (health 6000) to finish them off.

10 Replies 17,273 Views

Let me start by saying that, in the hands of the CPU, the Stilakus Subverter is a *pain* to fight against - pretty much nullifying my entire fleet when faced in numbers. I have the feeling that they would be less effective (relative to other solutions) when playing against a human opponent, but for the purposes of this thread lets assume we're talking just about AI-controlled ships. So - can anyone give me any effective counters for the Subverter? I *could* build an assload of li

4 Replies 16,909 Views

I've been threatening to have a go at a 9v1 hard AI, with the 9AI locked against me. i've played some maps against 9 unlocked hard AI, where after a while they effectively gang up on me anyway, but the hour or so before this happens allows you sufficient breathing room to set up good defenses. I will say, though, that the map you are playing seems a good one to try on. You have a volcanic planet and an ice planet, as well as only two entry-points to your initial system-set. Not every ra

37 Replies 67,058 Views

Capital ships get experience from any kills in the same gravity well, regardless of whether they contributed to the kill. Each kill has a fixed number of experience points associated with it. These points are split uniformly among any capital ships within the gravity well.

11 Replies 27,349 Views

alt-tab to windows, then alt-tab back. Takes two seconds maximum. That said, an in-game timer for game-time and elapsed time would be interesting. I mean, sure you can find this number by saving, then going to the load screen and selecting the same save, but it's hassle. I like to try and 'beat the clock' when playing against the AI sometimes. Like beating a huge random map against 9 unlocked AI in under 7hrs game-time (a nice challenge...).

11 Replies 23,260 Views
Reply to best mass unit in Strategy

None. For a given support size, a well balanced mixed-fleet will always overpower a massed blob-fleet. That said, early-game people tend to spam LRM frigates, and the equivalent long-range friagtes for all the other races.

8 Replies 5,360 Views

[quote] ..Somehow the most stupidly easy solution does not occur to anyone: you shoot mass out the front of your ship and just use your ship's thrusters to counter the force...[/quote] Read my post. With directional thrusters you can compensate for lateral as well as forward fire, using the same principle (adjust the thrust-vector to compensate).

34 Replies 69,018 Views
Reply to i suck! in Strategy

In 1.03 you can turn off the pirates. As for the expansion - you need to expand QUICKLY as far as you feel you are able. From there, start to put ever more resources into fleet development. Building your capital ship facility immediately, and using your free capital ship will help a lot. The number of planets you will expand to will depend on the size of the map - specifically the number of unclaimed planets between you and your nearest enemy. As a rule of thumb, go for the adj

5 Replies 3,343 Views

[quote]What I find fascinating is the fact that a Terran type planet can be assumed to have a diameter of approximately 13,000Km (8000Mi) yet strike craft can launch from their hangars and make it to the other side of the planet in a few seconds. Once there, they can maneuver freely and turn quickly to engage an enemy fleet. Consider the accelerations! Who needs mass drivers when you have the technology to build intelligent missiles that are just as fast, and fully maneuverable![/quote] <br/

34 Replies 69,018 Views

[quote]Uh...no. What's the second thing you're accelerating? The outer layer of the gun? Well what stops it from flying into space? The ship! So when that outer layer stops, it'll put exactly the same amount of force into the ship that you were trying to save.[/quote] I was about to make this point. No way around Newton's third law, I'm afraid. The secondary magnetic coil system could be useful, though, as it will effectively 'damp' the impulse from firing the projectile. The m

34 Replies 69,018 Views

[quote]rotf hope they come out with a patch for that sheat Qawick~! wowow i wonder if it has something to do with the mod I'm running?[/quote] I read that four or five times, and now my head hurts. rotf? Qawick? wowow? But yes - if you're having severe problems that no-one else is, the chances are it is because of the mod you're running, which was undoubtedly designed for 1.02. If the developers had to support every single third party mod in their patches, they wo

17 Replies 7,511 Views

I've never had a problem against 9 unlocked hard AI, in a huge map. Sure, they do tend to gang up on you. But, if you defend your key positions well, and choose your expansion routes carefully - paying attention to choke points, you should be able to hold off the onslaught even without any allies. But, as Kyro says, getting one or two allies is a big big help. Try to go out of your way to do a couple of missions for one of your neighbours, and you will avoid an early war-on-two

6 Replies 5,371 Views