Allegiance also affects your metal/crystal extraction rates.
ShadowDrgn
Being able to send messages while the game is paused or someone is lagging. 'R' hotkey for retreat actually working. Nerf dark armada.
Use the stop command - your ship will automatically resume acting according to the AI a second later. Also, I've found it's good to micro any ship that can fire in multiple directions (cap ships, illuminators, anti-fighter frigates) in order to maximize their damage. Otherwise, the AI will position them to fire straight ahead only. You might also want to micro units to avoid enemies that can fire from multiple directions, or even fly circles around slower ships that can only fire ahead.
From my limited experience, the autocast targeting works well for single target abilities, but it often chooses to use area of affect abilities on a lone ship that's close by rather than targeting a group a little farther out. Ships will target whatever they can damage most effectively (long range goes for light frigates, light frigates go for flaks, flaks go for squads, etc.) so unless you really want to focus on particular targets, the AI does an acceptable job. Considering that your
Is this the closest to a bug forum we've got? Anyway, when you cast domination on a unit, it retains its original fleet assignment (AI apparently puts everything in fleets and I haven't tried the ability on another player yet) and orders, which is extremely annoying. If you dominate a unit that's fleeing, it'll usually flee with the rest of your opponent's army and then get quickly smashed on the other end of the phase lane. This is more of a problem when you have the ability on autocas
I skipped the bulk of the posts in the middle of this thread, but has anyone mentioned that siege units are [i]expensive[/i] and planets sometimes aren't? If you don't need to build any more structures and if you don't care about planetary defenses, the only thing you need to rebuild is the population. Losing a full pop terran planet sucks, but you should probably defend those anyway; losing an asteroid or even an ice/volcanic planet costs you very little. If you destroyed a couple of the siege
Since allegiance is based on number of jumps from your capital, it makes sense to locate your capital in a central spot where you minimize the total jumps. However, your capital starts off in a corner of a solar system, which is far from ideal later in the game. Moving your capital is relatively cheap and will pay for itself extremely fast in extra credits and resources from higher allegiance in a big empire. A jump from one solar system to another counts as one jump so if you put your capital c
Thanks for the explanation Ronald. I guess that makes early culture structures a bit better than I thought, which is certainly an advantage for Advent.
I just played a long (5:40) game as Advent and did extremely well with capital ships. With two points in Mass Transcendence, they level up to 4 by themselves and earn +50% experience. I got that tech and then maxed out capacity and got all 16. By the end of the game, I had a level 10, a lot of level 9s, and none under 6. For its equivalent fleet capacity and resource cost, a high level cap ship is way better than making frigates/cruisers in terms of damage, armor, and abilities, plus they can al
[quote] Is there a way to change the default save directory to something else? sadly no, it was discussed alot in the beta and it was said it had something to do with Microsoft/windows way of handling files. So IC and SD cant do anything about it <br/
Pause button does nothing for me in multiplayer (direct IP game), although it works in single player just fine so it's not a keyboard problem. It is in the bindings menu near the bottom as "Toggle Pause."
The title of this thread is rather presumptuous, but I do agree with the merits of the complaint. Is "winning players having an unavoidable 'power potential' advantage over players with fewer planets" [I]really[/I] a problem? The game shouldn't punish you for being in the lead in a misguided attempt to help underdog players hang on instead of being put down. The design trade-off has made it extremely difficult to fight uneven teams, even when the undermanned team has a significant size advantage