I've had it happen twice, both 1.03. In the first game, my ally broke our treaty well before we finished off the only other AI player. There was no problem attacking this third player, but when I tried to attack my former ally, the above mentioned problem occured - my ships would not attack his structures, but would spare no effort to cross the gravity well to wipe out any of his scouts that meandered past. The second game, the AI remained my ally till we won the game, but instead of qu
Omenskii
[quote].Um... theres supposed to be a 1-2 minute timer in which you can't attack at all.[/quote] Thats definetly not it, unless you want to substitute the word "minute" for "hours", as was the case of my last game.
[quote]Quite a bit you missed along the way... simply because it hasn't been released to the public doesn't mean they don't have it.[/quote] Then I was justified in thinking there was none, especially as the story as released to us plebs makes no hints at depth or subtlety; particularly in regards to the advent. Some very strong words are used to describe their transgressions but are so deliberately vague that I'm left with the impression that even the author had no clue what they
[quote]Um... actually, they do have an (extensive) back story. What makes you think otherwise?[/quote] I doubt our interpretation of the word "extensive" is one and the same. Yes, there is a backstory, just to enough to establish why these races want to blow each other away, and nothing more, unless there is something I missed along the way.
Solaron: I've had this as well, a few times now. When a former ally breaks the peace treaty with me, when I attack him I have to baby sit my fleets and have them manually target structures of any kind, but they'll quite happily attack his ships. Patching to 1.03 made no difference to me.
[quote]How do you throw up?![/quote] Er, but haven't we already established that Vasari don't have mouths, so how can they throw up? I think you may be barking up the wrong tree, Itharus. I very much doubt even Ironclad have got any more backstory than they have already given us, apart from the mysterios "threat" chasing the Vasari, and even then they might not have decided what that is yet. I think the design for the Vasari was simply a phonecall to the art department, "make
I just grabbed this and gave it a run for about an hour... Started a new game on a meduim random map. Everything looked cool, nice sparkly new effects and stuff, but after a while they just seemed to stop. The ships just sat there taking damage, but I couldn't see any shots being fired... anyone else get this?
I don't think asteriod belts/space junks etc. can ever be successfully utilised as a frontline defence. You can station a fleet there, but most times enemy fleets will just ignore your units and simply jump on through. Against the AI, I've found that putting a carrier based fleet in one of these places will inflict severe enough losses to allow your planetary defences to finish whats left when they get there. I've often thought that to make these positions actually worth anything would
Carriers can be very usefull, just don't use them as frontline units. They make excellent support ships, and I often have a small group of carriers/cruiser carriers acting as a support group for incursions inside my Empire or to reinforce chokepoints. The best advantage there is speed, since the fighters can cross the gravity well and into the fight much faster than most conventional ships. Usually enough to tip the balance in my favour, against the AI anyway.