I've never lost against a 1vs1 AI on large size maps in v1.03. Trick is, always send in all your ships in 1 fleet. They will always flee/retreat, also make sure your fleet comprise with 40% siege frigate, so you don't have to stay in that system for too long. Just follow the AI to their last planet, and it's simple.
djuice
[quote]What, everything? I know there's a bug with pirate gauss turrets and frigate shipyards, are you saying nothing gets auto-attacked?[/quote] Well for my mod, which uses v1.02 files, some structures like, turrets, hangers and extractors aren't been auto-attacked at all.
No. There currently isn't a fix.
Does anyone know what has changed in the Orbital structure files? It seems that using the older v1.02 files causes the AI not to attack obital structures automatically..
The AI just seems to be aloooooooooot slower... If you want a decent game you need to camp for about 5 hours.. before they start doing anything.
So is it possible to change/convert those binary files into normal acsii readable text files?
What are all the availble Damage Apply types?
Just to let you all know, its a useless ability, dont waste your $$ and time researching it.. In multiplayer it's even worse..
Awww, it seems this patch won't fix the disappearing Vasari-based Weapon effects.. Looks like it's going to be a long time until I get to properly play as the Vasari.. But nice overall changes, which are welcomed.
I was wondering is there a way to change how the damage that ships and structures are calculated? Currently damage is calculated per sec or something along that line. What I want to see is that the damage is calculated when the damage is dealt. This is to overcome that fact that when ships/structures are on uber low HP, I don't want to wait a few secs for the damage to take effect. I wanted it to be somehow similar to how other RTS calculate damage, is it possible? Or is it how the game e
Vasari: #1 Kortul Devastator, #2 Skirantra Carrier, #3 Vulkoras Desolator, #4 Antorak Marauder, #5 Jarrasul Evacuator. Kortul Devastator is probably the strongest/best 1 vs 1 Cap ship there is.
Same here. I was also wondering if this is fixed in 1.03. This only happens when I'm playing as Vasari, changing the amount of particles in the config files doesn't fix the problem, it only delays it. While playing as the other races against Vasari the problem is not present.
I really like your new Kodiak model, any possible chance that you can release it to the public?
Q: Does this upcoming patch fix the disappearing weapon effects when playing as Vasari, that some members here have been experiencing?
So the dev's hasn't said anything about it?
For autocannons, each burst consist of 3 projectiles, so 15 burst = 45 visual projectiles ingame. PreBuffCooldownTime - Time it takes to reload and fire again. Just to let you know damage it calculated for the full burst count.
Tec Crusier Carrier, sucks considering when it dies it gives the enemies capital 4 times more XP then other carriers :x I like the Advent's Capital carrier as it has Weapon Cooldown ability which helps greatly in large fleet engagements, while the Vasari carrier is only useful past lvl 6. Tec Carrier on the other hand has instant build + embargo + missile deployment which helps greatly in planetary assaults.
Oh btw, can someone reskin the Akkan Battlecruiser... Some windows on them are 50 times larger the other windows present on it.
Nice mod, allowed me to easily adapt this mod with my own. Thanks.