I was having an issue that sounds like this pre-beta (in 1.04 and 1.05) My friends and I play large 4v4 or 5v5 games against AI. About 2 hours into these games (when fleet sizes are starting to get drastically larger), the game will begin a repeated pattern of the following: {10 seconds of complete freeze, 15 seconds of gameplay, 10 seconds of freeze, 15 seconds of gameplay, etc}.
Nypyren
Last time I used the in-game random map creator, you got to choose how many player start locations there are per star. You didn't get to choose WHERE each player started though (you have to open the map in the galaxy creator, edit the teams, and then save it off into the non-user-created folder to do that. Then you can't auto-upload it to multiplayer people, which sucks a lot).
The main problem I have with subverters is that their auto-cast AI is idiotic. You'll often see four or five separate subverters all target the same enemy, even if it's already locked down. Also: Why in the world would a subverter decide it's a good idea to lock down things that can't fight back, such as mineral extractors and trade ports?!
Why are you sorry? You're not obligated to help test if you don't want to.
Problem part C) If all of their stuff has been destroyed already, bounty cannot decrease.
It's kind of nice, in my opinion. I can't even count the number of times that I've colonized half of the planets before I have 'enough free resources' to warrant planet exploration upgrades.
Ok. Autosave is in a perfect spot: [link="http://rapidshare.com/files/132991434/AutoSave-20.stats.html"]Autosave-20.stats[/link] [link="http://rapidshare.com/files/132991435/AutoSave-20.save.html"]Autosave-20.save[/link] Hotkey group #1 has my entire fleet. About 60% of my planets have phase stabilizers. Select the Marauder and activate 'Stabilize Phase Space'. Then order the rest of the fleet (NOT including the marauder) to one of my more distant planets that has a pha
Update: The bug appears to happen *much* more often when I try to use a stabilizer (or the Marauder's ability) to/from the most recent planet that I've captured.
(This occurs in at least 1.05 and 1.09) Playing as Vasari, I cover my entire empire with phase stabilizers as a means of defense. Often, when I need to get from point A to point B, and both have "Phase Stabilizer Node" in their gravity well, the ships will choose REGULAR star-lanes (using more than one jump) instead of taking the single phase-stabilized jump. In-system maneuvering and group jumping makes multi-jumps ALWAYS take longer than a single jump. The same b
That definitely sounds like multiple subverters. A Kostura cannon explosion only disables ships for like 10 seconds (buildings for a minute or two), but subverters can pretty much lock you down until they run out of antimatter. They can't disable strike craft as far as I know, so you could try to assassinate the subverters with fighters or bombers before they start locking you down.
Regarding the 'extra acceleration': Repulsion seems to be a two-step effect. A bunch of velocity is applied the moment you start the ability, and then a lower-intensity force is applied after that. This is probably intended to prevent ships closer to the guardian to accumulate too much speed before they are pushed out of range. The problem (in my mind) is that you can just rapidly toggle the ability and trigger that strong, initial push multiple times on the same ship(s). I've kicke
Another confirmation here. Although I don't even have to wait for the first strike craft to build. I can queue up the max number, then dequeue them and go for the other type, and the maximum number of both kinds will be built (eventually). This happens for hangar defenses as well, but you have to make sure you do it after the hangar is finished building (you are allowed to queue strike craft beforehand, but it won't experience this bug in that case).
The guardian repulsion ability still has the following exploits which can prolong otherwise losing battles indefinitely: - Each time the ability is enabled, it accelerates enemies MORE even if they are already moving away from a previous repulsion. - The ability can be manually stopped by ordering the guardian to move or stop (even when it is not already moving). - Rapidly enabling then disabling will cause repelling effects without consuming antimatter
I just finished a game in which my "Fleet : Frigates" stat went negative (and without hardly any losses, either). The only thing I can think of is that I had a MASS of Illuminators, and they used their 'ghost copy' (whatever it's called) ability a lot. Could it be that when the fake copies die, they decrease the frigates-used stat? The actual in-game fleet supply used did not have any problems, though.