Uh what the heck? I fixed this in my original thread as well. This is what I am seeing: "2> Rehaul the way research on capital ship level works : make two or three stages of the research that which will increase the basic level of the capital ships. This means the capital ship comes right out of the factory with more than level 1. The research cost would be 1000/200/200-1200/400/200-1500/500/300 For basic level of 3-4-5." I guess Stardock forum
kwm1800
Where did I say we should be able to buy level 6?
I found it, thanks! Let me try it..... Well, still not working XD. Edit: nevermind it is working now. Thanks!
Update: there was some change in number of strikecraft in carrier. This is due to limitation of the game engine. So far I am playing with game files to create a evaulation mod.
[quote who="gotyaoi" reply="8" id="2109762"] And besides, think of the cost of deploying and upgrading a starbase. If an ally does this in their allies' well... Their not doing it in their own.[/quote] You nailed it. That's very reasonable explanation. I won't complain about this furthermore.
Entrenchment.
It seems if I name my new entity files using existing ones, it seems fine. But when I rename them as new entity files I got minidump. For example, say I have a new entity file for Kol battleship for buff. When I name this file "BuffLowCostAbilities.entity" I have no problem. But when I name this file "BuffAdaptiveTarget.entity" (which does not exist in original files), I got minidump. Is there any way to fix this?
And again said by many skilled players, the problem is that most abilities are way too weak, not missile barrage and other notable abilities overpowered.
Hmmm, what? Most of abilities cannot be interrupted. Only ones that channeling abilities and very few selected ones can be stopped, others are instant effect and there is nothing you can do about it. There are some notiable abilities from main powerhorse capitals that can be interrupted. 1.) Missile barrage. 2.) Shield restore. 3.) Drain planet.
What we need is that we need identification system based on CD-key and/or Impulse account to eliminate smurf problem.
......buahahahahahahahahahaha....... [e digicons]:|[/e]
Nice to know, added on my personal blacklist. But in Sins system smurf is just too easy....
You guys are funny as hell. 1.) it was locked-team game. I think you guys playing with AIs? 2.) All they need to do was send a single colony frigate to the target planet and build there. No need of more cooperation and other support. 3.) What I want to point out is that such intentional feature made the game progress is just way too slow. One starbase is more than enough (in star due to space problem 4 starbases are tolerable.) If allies
Yes, YOU CAN have MORE THAN ONE starbase at a planet (not just star) That is, your allies also can build starbase at the planet where your own starbase has been built. Last game I jumped into a choke point and greeted by three Vasari starbases, fully upgraded. There was no way to kill them all with defense fleet.
[quote who="transitive" reply="17" id="2104233"]not for nothing but... a Vulkoras kills planets faster than a Marza. it has 2 upgrades that enhance sieging. or if you wanted to go the other way with it Phase Missile Swarm is a better direct damage ability than Radiation Bomb. i'd say the Vulk was a much better ship in every way except for Missile Barrage, which as we know, is quite ridiculous. [/quote] See, the problem is that Vulk's dps is low compared to Mazda.</
No, you can't get away without carriers. Flaks themselves alone do not cut it. I usually find Carriers + flaks always beat pure carriers, while they are more useful in other situation compared to pure flaks. (of course other not related units not mentioned)
Well, reinstall worked.
I can't understand what you say, harpo. So I have to reinstall entrenchment?
It seems this update caused a ICO to recoginize Entrenchment as 'old version'.
You are missing single most important unit in the game: Long Range Frigates. See, with your fleet composition, which is mainly composed of heavy armour, mass light frigates can tear your army apart. About 30+ LRMs, 10+ Flaks, 15~20+ Carriers with fighters and 10+ Repair cruisers would be somewhat ideal. And if you can, you need to get Kodiak asap. For the price factor ALONE they are the best. Not to mention crazy damage output (since weapon type is compo
Xselens, I think Paradise's culture bonus is still too much. Even with crapload of culture centers there is no way to counter a Paradise planet with center.
By the way only thing we can call "dreadnaught" is Mazda. Vasari is more of just plain siege cap ship, wanna be dreadnaught, but fails.
Whoops, 400, not 300.... (serious typo...) And yes, it is very rare incident and I think I saw this like 3~4 times out of 200+ games. ...let me check my replay section in the game if I can find the replay to prove this (I keep auto-record)
Well, recently I am playing Advent to understand the game balance more fully. When always against any semi-decent players, they don't seem having interested in my other capitals, sometimes completely ignore them. Then they bring 50 Enforcers with teh EGG! and solely focus fire on my mothership, until it dies, which happens before I blink. [e digicons]X([/e] [e digicons]:'([/e] [e digicons]>:([/e] [e digicons]:thumbsdown:[/e] &
[quote who="Bobucles" reply="9" id="2068434"] How will a flat buff fix that? IF the problem, as you put it, is roughly "Late game caps can't survive at a low level", then shouldn't a solution have SOMETHING to do with helping late game caps achieve levels? And if this is really the problem, why hasn't the existing game mechanic to give capital ships levels- training- been successful in fixing this?[/quote] First, I'd want to hear how a capital can survive against f