Your original post is filled with a lot of hot air(like, literally. Condense that spacing a bit!). Flak is hard to kill. So? Their weapons are useless against everything that isn't a fighter, and even have trouble against the thicker armored bombers. The only "issue" here is you suddenly discovered that a flak frigate is far better armored than the paper thin LRMs which get spammed in every game.
Bobucles
Oh wait. This isn't a real patch post. Buffing the siege frigate while keeping it at tech level 1 very easily leads to problems.
Astax got it. All broadcast towers generate the same amount of culture. The amount you see on the tooltip is after the culture gets divided along every phase lane.
It's that video card. New shader effects will bog down your 8th generation card very quickly. 9th generation was pretty much a bust, but gen10 cards like the radeon 4850/4870 series and the Geforce 260 are less than $200. The upgrade isn't really worth it unless you can sell that old card first. If so, go for it. Video companies are pushing HARD to have people upgade to multiple video card solutions. This will facerape your power bill, and will require a hefty power supply to use.
Trade ships take 25 seconds to respawn. They produce around .3 credits/sec each, more or less depending on research and the strength of your trade route. [quote]whats worse than your own income loss is that your opponent gets to just blatantly take the credits that were in the trade ship. he gets cash on the spot for blowing up a trade boat. [/quote]I've never seen this happen in any situation. How many credits is a boat worth? Does the suffering player lose resources as well?
[quote who="P5yy" reply="6" id="2115085"]Blah yea , all these supcom lurkers now cos of Demigod . I better keep a low profile. [/quote]It's kinda pointless to justify your suggestion with "but another game is doing it!" when it is the only reason to stand behind, and blatantly not true. Better luck next time, though.
The big danger of losing trade ships is that they're basically free XP for enemy caps.
[quote]Even if it does 150 dmg to everything in range, that's not really enough to actually hurt anything to the point it won't have recharged all that damage by the time your fleet gets around to shooting it. [/quote]What the tool tip DOESN'T tell you, is that Missile barrage does 150 damage to all targets in range TWENTY times. Once every 1.25 seconds, over 25 seconds. Magnetize will kill up to 8/12/16 strike craft each use, dealing 25 damage per craft sucked in. Th
The range advantage of a long range cruiser is also beaten by a TEC colony ship. That +25% range really helps out a starbase.
The best way to make a "passive area regen" work is to have it boost natural regen rates. Natural hull regen is cut in half in combat, so any type of bonus would be far more useful out of battle. Typical passive hull regen for Vasari ranges from 1-1.5 hull/sec(it seems to be identical for each race). It's increased from research, and capital ships get a bit more from levels. A passive ability that gave even a whopping +200% natural hull repair would be +2-3hull/sec, stretching
[quote]based upon the Alienware config....1000W+ PSUs range about $160-$600, DO NOT buy a $200 one , stay in the $400+ range You get what you pay for.[/quote]Uh... power supplys aren't WORTH $400, ,o matter how much "quality" you may or may not get from it.
[quote who="translation"]The voices, somebody make the voices stop TALKING to me![/quote]I can recommend a few good doctors, if you're interested.
[quote]dont just upgrade your population space but also its growth factor as well. I believe that the Terran population growth can get up to like .8 or .9 (numbers not solid), even the roids get a mild bump(something like .125).[/quote]This is... completely false. Planets have the same population growth rates from capture to max development. The initial expansion may be a closely guarded secret, but what about later on? You have to then factor in a huge chunk of lost allegience into y
Whoo! De-Fault! De-Fault! By the way, the value of losing 280 population in one swing, with 100% allegience, with a full recovery afterwords, is worth about 8000 credits over roughly 37 minutes, with the worst penalty being around the initial loss. The value of losing that homeworld is worth... uhm... a lot more than that. A 100% allegience asteroid losing all 20 population and then growing back unmolested costs 200 credits over 15 minutes. The value of losing the aste
Checked it out in game, the population increase averages out at about 1 every 8 seconds. The Vasari have a T2 civ tech that increases population growth by 20/40%, which properly reduces the growth time to around 6 seconds per pop. Population growth seems fast on a planet because 1) Few pay attention to it 2)The homeworld starts with most of its population right off. The Organic AI artifact will increase population growth by an additional 20%. Each unit of population gi
You'll find population growth rates defined in /Reference Data/Planet [Type] .entity file, where the type is asteroid/ice/volcano/etc. The segment of code looks like this:[quote]planetUpgradeDef path:Population stageCount 2 stage price
Are the ships slowing down when they're under fire?
[quote who="Agent of Kharma" reply="4" id="2114049"]The change is fine, I just wish I had known about it before. Was this change announced in the change logs? Why did I never see it?[/quote]The big one is the boost to capital ship speed. That happened pretty early on.
Why would you want that? Part of the FUN that started World War I was due to secret alliances!
Overlapping planets causes many issues with the pathing engine. Try not to build maps like that.
[quote who="Mazuo" reply="25" id="2113918"]Sounds far too powerful. No-cost decent repair ability for all ships nearby? No thanks.[/quote]How many ships really get damaged at once? Even in an epic scale fleet battle, it's hard to find more than 10 ships getting attacked at once. Search beyond those ships, and how many have been hurt enough to lose their shields and start suffering hull damage? Reply back when you've found one. Be sure to post a replay and mark the time that it hap
[quote]lease at least tell me you did comprehend the meaningful part of my post, which was the rationale for wanting to change siege frigate.[/quote]I understood that the meaningful part of your post applies to the single most heavily fortified and critical part of an empire and doesn't matter anywhere else. My point is: Why are you trying to balance the siege frigate around the MOST POWERFUL world in an empire? It's made to ki
The ACU unit in Supreme Commander can and does shoot at any target in range. It can also use its special instagib ability, Overcharge. It can't move, and its construction ability is tied up in the upgrade. It helps to check your facts before equating to a game on a different forum. Especially since such comments would get you eaten alive on the Supcom forums.
The ONLY planet that can have 10creds/sec is the homeworld. The homeworld gets a +4 credit bonus directly from the capital, even if you have ZERO population. Having 100% allegience makes up the other half of the planet's income. The only chance you have of DIRECTLY hitting the homeworld is first thing in the game (or last thing if you're vasari). After that, it takes far more effort to run through chokepoints, blockades, and multiple fortified worlds. The dramatic population loss you'
For the best prices build your own from parts. Or find a friend/kid that knows how to put together computers. You can save hundreds of dollars this way. http://www.cpubenchmark.net/ provides a comprehensive benchmark listing for CPUs. Bear in mind that while high end CPUs have impressive scores, they get those from having a huge number of central processors. Most modern games will only supp