By "interplanetary missiles" I'm assuming you're talking about superweapon shots (ie the Novalith/Kostura Warheads and the Deliverance Signal)? Once those are fired off, there's no way to disarm them. A cease fire prevents them from firing *more* at you, but any currently en route will continue on.
InfiniteVoid
Holding Shift while zooming lets you zoom in smaller increments. I remember seeing an option to control zoom sensitivity as well, try playing with that.
Diplo version? The Pirates were at one point grossly overpowered after enough raids, but they got toned down in more recent updates.
2. The primary difference between AI difficulties is how much they "cheat" with regards to income rates. Higher difficulties get higher income rates. 4. Culture centres cause that planet to start producing culture - planets where your culture dominates will have allegiance increase if you or an ally owns the planet and decrease if an enemy owns the planet. 5. Mostly insignificant by that stage of the game. A few defense platforms backed up by a repair bay can handle everything
You'll need to be more creative against a Vasari player. Phasic Trap will hold strike craft in phase space, so you'll need something else to take out the hangars (or at least disable them/drain them of AM).
What happens if a Novalith impact would reduce planet HP to 0 anyway? Having non-stacking damage effects would mean upgraded planets can't be lost, but as a consequence, it will encourage selecting a different target with each shot. I can't recall with certainty the percentage reduction in max population and trade income to an affected gravity well (I think it's 40% and 100% respectively), but if large enough, it can reduce an empire's credit income by more th
Auto-attack doesn't stop a ship from firing on a target that flies into range, if my understanding is correct. All it prevents is the ship from automatically picking a target and going after it. Regardless, even if the capital ship got the kills, if the Titan is below level 10, it will still share the XP with the capital regardless if it even touched the enemy. The only real way to reserve XP for the capital is to either get the Titan to level 10, where it will not be include
Novaliths do 3500 damage, which is enough to sterilize any asteroid barring huge reductions in bombing damage. In the game I have currently going, one of the TEC Loyalists built Novaliths at 4 of it's 6 planets and it's only been ineffective due to maxed Hardened Cities, a Siege Pact with a TEC ally, and the Ion Field Generator artifact for a total of 65% bombing damage reduction (one Novalith shot thus does 1225 damage). Hardened Cities reduces bombing damage by 5%/10
Mobile Phase Detection on the Overseer is actually passive, but the most useful abilities on the Overseer are active anyway.
Perseverance also makes its target immune to disablement (ignoring the effects of Ion Bolt and Reverie come to mind).
[quote who="gamerlamb" reply="2" id="2945411"]To support your massed Bombers or Kanraks, I think both abilities of the Stilakus are painful for a Star-Base. I know for sure that Distortion will work on Star-Base and I think Shield Disruption will as well. Shutting it down, reducing its shield mitigation and increasing phase missile shield bypass is DEADLY.[/quote] Distortion Field doesn't work on SBs, only other tactical structures. Nonetheless, you can use DF on things like repai
Scouts counter LRF by virtue of their damage type: anti-light. Ships with anti-light weapons (namely fighters, colony frigates, and scouts) do 200% damage to LRF. On the other hand, LRF are anti-medium and do 100% damage to Scouts, which is preferable to the 150% damage light frigates would take. The main issue is getting enough scouts built - they are individually weak, even with the 200% bonus working for them.
The apparent nerf to Illums was a result of a bug fix with beam weapons - the bug let them do something like triple the damage that was displayed (so ballpark 18*3=54 average damage, exaggerated further with beam research).
Once fleets become relatively large, the Rapture's Vertigo can reduce the firepower of a large number of ships, or can hang back with Drone Hosts to give their strike craft a damage boost.
Using up all 100 fleet supply at the beginning before even sending ships out puts you at a huge disadvantage. Scouts are cheap - if they get destroyed, replace them. The intel they provide is far more valuable than the ~200 credits you're putting into each one. One capital ship, even the support ones, should not be getting killed by the neutral militia unless you are throwing them at Deserts/Terrans with 3 Kodiaks. If, by the time you send out one scout, the AI ha
About how long does it take for you to send out ships to attack the neutral militia? We've had several players spend way too long building things and upgrading their homeworld and by the time they get onto taking a nearby asteroid, the AI has already acquired several planets and is bearing down on the player.
I don't see how you could possibly encounter militia numbering more than maybe 12 ships (the heaviest defended Deserts/Terrans could have this number). Asteroids (not dead ones) only have two militia ships at the start - one Light Frigate and one Siege Frigate. Leaving your capital and frigates on auto-attack for the smaller planets should not cause any problems. AFAIK, neutral colonies do not appear on the Random maps, but you can get them to appear if you use the in-game map gen
Last I checked, Kostura disable lasts 3 minutes. Definitely either go with mass bombers or your own SB. Set your fleet's attack range to "Hold Position" or "Local Area" so that they don't go running off against the enemy SB. If you do go ahead with building your own SB, you'll definitely want to put in at least the first weapons upgrade to give it the anti-structure attack (adding Phase Missiles with the second upgrade will also help if there is an AI fleet hanging
1-7. Ask your intuition.
[quote who="shooter23843" reply="5" id="2909718"]Regarding number 2, i am not saying you are wrong but I would like to see where you heard that, maybe a changlog or something?[/quote] There never was a change log for this - strike craft have always passed through other objects. The task of performing collision detection on all those strike craft is a computationally slow task. One individual fighter or bomber won't take very long to perform a check for, but once you start
Definitely the Phasic Transmissions research subject for Vasari. TEC Pact, however, gives 800 more supply regardless of how many fleet upgrades you've performed.
Eleven capitals is way overkill... the resources needed to support and build those capital ships could be better invested in frigates. Actually, if what you said is correct, unless your game is modded, you can't have 3 fleets with 11 capitals each - the game only supports up to 16 total capital ships. Revelations tend to do well for anti-capital work, which is where your frigates and strike craft come in. Capital ships should be built for their abilities - they are not the
Flak + Scout groups also could work, since Flaks can fire in just about any direction. I also stumbled across the Adjudicator's ability to fire on numerous mines (can be over 20 if you can reveal that many at the same time) all at the same time. It's quite impressive to see that ship belch out a huge mass of fireballs and clear out a good chunk of a minefield in one salvo.
Seems you've overlooked the Heavy Fallout ability that Krosovs can gain for the TEC. That hinders population growth on a bombarded planet. Superweapons are primarily intended as ways to break stalemates between two heavily entrenched players to force players to go after the weapon, not to mention as intimidation. If any, one would think that such weapons would bolster allegiance for the empire that constructed said weapon and diminish allegiance for o
If you do want to start diplomatic relations, try to get at least a cease fire with the desired player. There is an setting in the Game Options when you start a game that determines the maximum number of allied victors in a game. I believe it's "No Allied Victory" by default, so the game goes on until there's one player left standing, which is probably why the AI is turning on you after you defeat your common enemies.