In playing the latest patch (.90), I've noticed a few things: 1) Mines are still invincible to damage, detection, and conversion. (this is likely a known issue) 2) The Artifact "Phase Accelerator" (I *think* it is that one, it it supposed to reduce Antimatter cost by 50% when jumping) seems to be making my jumps cost 150 AM. 3) In most cases, the bonuses from abilities or research are factored into the display card info -- however, this is not the ca
Edgydav
I generally agree with all of your proposed changes here. The only one I am personally leery of would be the Shield recharge. The benefit (to my mind) for shield recharges is to keep the mitigation benefit going, as well as the fact that a majority of Advent ships feature high shield totals. Combining shield recharge with repair facilities effectively doubles their rate of return during combat, which really makes a defending armada a tough nut to crack (especially when combi
Looking over the thoughts here, I would only mention that, all things being equal, you are pricing these techs as standalone. The general benefit I am seeing is that, over time, I am generally heading for the experience gain bump at the pinnacle of the Hostility tech. Since doing so requires all tiers prior to be unlocked, the cost to advance to all prior tiers is effectively sunk cost. We are only paying for the marginal increase of researching the given tech (thus, 1800/35
Hello! Thus far, I've been enjoying the Advent rather greatly. I have a couple of thing to mention, though, overall, none of it is massively important or bug-related. Please keep in mind that this is primarily opinion-based, so it is more a qualitative feedback. 1) Request: Please include 2 new player options during setup: Random: Loyalist/Rebel, and Random: Race. The reason is because I often want to face-off aga
Just a quick note on the faction separation: You can tell this by jumping into the Diplomacy screen and seeing if they have a Faction negative modifier. That means they are whatever you aren't. At least, that's how I tend to determine this.
(Look at me, replying to myself) 2 other things I wanted to ask about: 1) Why have the Titan facility cost Tactical slots? It would make things more costly to have it be Logistics. Besides, I'm just going to build the facility long enough to pump out my Titan then scrap it. I'll always find the time/resources to pump some asteroid to 15 or 25 slots (25 is better, I get the Titan facility, and a cannon+hangar to back it up
I just wanted to take a moment to mention my impressions of the Beta, thus far. I've found the time to play a few games, and I've come away with a few thoughts. First, I'd like to explain my play method: 1) I tend to play with maps featuring "few" planets. I like a balance of 4-7 per player, with 7 being pretty high. I enjoy games where eking the most out of planets, and utilizing limited resources is a competitive edge. 2) I tend to play wi
This is a minor thing, and may well have been identified previously, but in the latest beta builds, the Envoys of the various races can trip mines while cloaked in diplomatic immunity. The issue here is a sort of economic sabotage, as the ability to send an Envoy into a gravity well ahead of an assaulting fleet to clear a beachhead for incoming invasion forces is possibly beyond the designed scope of the cruisers' functions. It isn't the end of the world, but I ha
In playing Entrenchment (single-player), I noticed that the Advent Deliverance Engine no longer inflicts "culture damage." The signal still fires and strikes a target (and the target must still be valid), but no effect occurs. I used both auto-cast and manual targetting for a number of engines, striking both own planets, as well as enemy planets, to no avail. Repro: 1) Make a Deliverance Engine 2) Fire it at a valid target (friend or foe)