Those blue stars also disable passive regen, worst place to put a star base...
Scudhawk
Could help if all of the ships had gravity well debuffs. Not sure which one steals income, but others could slow strike craft, limit range of starbase, slow phase lane to delay reinforcements. These would make them a bigger handful early game and at least a little more than just annoying late game.
With the planetary shield, you shouldn't have the radiation debuff.
Well leaving out the cpu overall cost, just wanted to shoot some ideas. Anyway I'll leave it to the experts since I have limited mod experience.
Choppyness is under known issues, possibly fixed in the next patch. As for the minidumps, send the save files to stardock.
I'd submit that save file, especially if you can recreate it.
OK, well this may be a little extreme, but instead of taking the whole gravity well, or grounding everyone and leaving one side or the other overly vulnerable. Have the effect of telekinetic push with no damage just to keep all of the strike craft away.
If the ability covers the whole gravity well then they wouldn't be free to attack, but they'd still be free to close the distance on them. If that's what you meant.
1. I think a mental note on this is the best you can do, maybe in the future there will be a visible little plus over the abilities that can be upgraded when you go to the upgrade tab of the ship in the future. 2. I have a similar set up, I haven't had that issue in a long time, but if you pause the game before you alt tab it hasn't happened to me since. 3. Enemy culture not disappearing at all or just slowly? I've gone to some planets
I'd say the gravity well makes more sense, but increase it's cooldown.
Sure, I meant if the save was split between the old version and the current heh. Other than that if it's a minidump I'd just submit the save to stardock. If it's a freeze try turning SHOWERRORS TRUE on. The once in a while freeze I get is the ambient planet sounds or a missing string id, which I can just click skip and it continues the game.
Yes I meant T.A.R, I think they should be hostile to all or just not jump to rebel planets. I also think it'll be much less noticeable once the other 4 factions are out.
This was a bigger issue before 1a, if those are the saves you're trying to load.
I've seen enemy capital ships disappear, but only at stars. I think they may be destroyed but just showing up in the forces present sidebar. I did search the phase lanes to see if they were just "floating" to the next gravity well, but nothing showed up.
I see that sometimes too, where a ship explodes and you see the outline of it's shields still getting hit for a few seconds. I don't think this counts towards your weapon banks and may just be purely animated.
As long as all participants can attack at the same time I don't see why not. It might be better if the armistice ability caused all strike craft to return to their host as an added effect.
It's useless against the rebel faction.
If you had a vicious ally who was defeated, it's possible to have that kind of fleet experience. Especially if you had a defensive faction on offense where it loses it's defensive bonuses. I personally think higher level AI level up faster, but I don't think they can buy beyond level 4.
Itching to play advent period, TEC is ok but not really my thing.
Is there anything hostile at all in the gravity well? That titan has some pretty epic range especially with an upgraded akan.
[quote who="CommZ" reply="11" id="3112460"] Or do you think all the AI developers in the games industry are unskilled morons? [/quote] I don't know how you got that from my post. I wasn't calling out IC for not doing it like that Civ experiment, just giving an example of how an AI's personality could be dynamic. Without the AI in SoaSE I wouldn't play it at all.
I read an article somewhere about an AI project a team did. They just gave it the manual for the game and let it makes it's decisions based on the basic principals of the game. This AI outperformed even the hardest difficulty AI programmed for the game. I'm not trying to over simplify creating AI, since it's a lot of work and involves many variables (I've looked at some scripts in other games). To the point it would be interesting to have a setting for the AI that is constantl
It seems like doing that would make them like titans. It also feels like you are comparing a single capital ship to a titan and a starbase. Those two were made powerful to counter / repel capitalship spam. The real strength in capitalships is using their abilities to bolster your fleets strength / survivability and weaken the enemies.
1 of each capital ship capping at level 15 might be a nice Scenario / Victory Condition, since there'd be a lot of focus on capital ship placement. I'm not sure level 15 is all that necessary though since most caps after level 6 are pretty resilient.
When I have a titan with say 5-8 cap ships, yes this mode would work well since that takes a long time. When all those cap ships hit 10 and I'm still fighting other titans and full SB's the titan hits 10 quickly. Max fleet capacity having all cap ships 10 is interesting, but I've really only done this the times I went for the no frigate achievement. There'd also be a large imbalance since the loyalists could just sit in their grav wells with 2 SB's,