No, just a normal map, but since then I havent seen the issue again.
Dijad_Iths
I would say it has improved. While playing a huge multi star map with a friend against 2 hard AI's and a bunch of normals, the normal AI was performing better than it used to. For instance, after sending 2 fleets in that did a good amount of damage but ultimatly got decimated by my starbse and defences on a border asteroid outpost, they cleverly sent in thier next fleet to the one edge of the grav well not covered by my argonevs weapons. Unfortunately, it did not fully exploit this advantage,
Which is what should have happened, yay for the anti LR Ship spam Vs. SB [e digicons]:D[/e]
CAN'T WE ALL JUST......GET ALONG!?!?!? [e digicons]8C[/e] [e digicons]:grin:[/e]
He may have meant the stick beating[e digicons];P[/e]
I'm not at either extreme on this, in the since that I think the Vasari are vastly under or OP by the moving starbase. The problem is an unwillingness to accept that one is just going to have to play differantly with each given race, this is the price, and yet also the reward, of having truly unique races. Too many times in the past have we had all too generic "races" in games that could be played equally well with the same tactics. This expansion is further defining the races for what t
Vasari are meant to be weak against directly assaulting fortifications, its just not their style by the lore. This expansion is widening the disparity of function in the races, and I expect the rest to do this even more so. Im sure as the other micro expansions come out, we'll see some areas that vasari excell in brought to the fore. But in the end, I think this expansion caters to the turtle, which is the TEC have been about from the get go. They are an empire on the defense,
Im getting the same issue, but not with trade ships, but refinery tugs. Got a replay, not sure how to go about making it available. Havent looked at the income, but ive got about 5 total tugs just sitting in front of the refinery not doing anything.
Again, this is the genius behind this expansion, in that through it, stardock [e digicons]:pout:[/e] , is making us play the races and ships like they were meant to be played. Scouts are now truly scouts with a use; tec (and to much the same degree, advent) are now uberturtle awesomeness. And Vasari are now more than ever the sneaky, slippery "bypass-your-defenses-and-rape-your-unguarded-empire-if-used-properly" race. Just to lay it on a little thick, I think this is the best rts I've e
Okay, I've played a little more, and haven't seen the issue again, but I do remember this being a slight problem late game with much larger fleets and having a couple of stragglers here and there. It just surprised me a little to have it happen so early with such a small fleet.
In response to the OP, it doesnt just work well on paper, it works well in practice. Heres the problem with a mobile base being used in that fashion: its all alone. Anyone who is coming in to seriously attack the grav well will draw that mobile base away from its static defenses and put it at a major disadvantage, picking off the starbase first, then quickly taking out what remains of the basic defenses with ease. The tec and advent bases, on th
I've played a couple games now, not finished either, but have noticed that my fleets aren't getting into formation and warping as they should. They are just lining up pell mell (not in box formation) and warping when they get somewhat lined up. In the game I've got paused as I type this, I just sent my start up fleet of 1 Akkan and 9 Cobalts into a grav well to take it, and the Akkan and a couple of Cobalts wheren't even in the phase lane before the other seven cobalts arrived
The idea is to give the starbase a researched ability, say about the 6-8th lab range, that locks down the gravity well. By this I mean ALL ships being unable leave: enemy, allied, trade and the owners combat ships. Activation would break trade lines, thus carrying a hefty cost in larger maps, especially if done at stars. But what this would do is force the enemy fleet to engage the starbase, and give time for a defensive fleet to arrive. As a further balance, it could be given