The topic of capturable structures reminds me of the ones in Rise of Legends. There were ones that would let you build unique units from them, ones for extra resources, ones that would heal friendly units around them, ones that would spawn units from it for free (sometimes capped to 1 unit alive at a time), ones that would let you hire mercenarys to fight for you for a small amount of time(much like replicate forces does), a few small turrets, some that grant special bonueses for different ra
Wandomvandom
Great shots with the bombers. Makes me want to go play a game right now[e digicons]:thumbsup:[/e]
[quote who="Ryat" reply="15" id="2117399"]Back to topic. I like the idea of a flagship that allows for an upgrade for the fleet. The downside is this vessel will be targeted more often than not and will die quickly. [/quote] Let the flagship have a higher shield mitigation to stop focus fire on it from working aswell. Sheild mitigation is teh reason you dont make entire fleets focus fire one target at a time because it becomes inefficient as the more fo
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K instead of editing my earlyer post a hundred times as new wierd stuff happens I made a new one. After I got it working it I saved my game at start an came back here an cheered then went back to load my game that I had just saved. Well after teh load bar entrenchment minimized an the stupid vista "it has stopped working" report poped up. But I went back to the minimized sins game which aperantly had died an for some reason it was playing normally. Not sure if it will die in some time
There we go finally!!!!! Thanks psugar it took a while but finally got it to work. In the end it didnt apear under the custom maps list like it did before an I crossed my fingers an woot!
Same I waited for this new forge an I dont get a playable galaxy.
[quote who="FallenFantom" reply="16" id="2079789"]having an issue where after i create a map and save it, when i start it up in game nothing has spawned, no planets, no stars, and instant defeat... tried several maps and same issue, all the maps are brand new and made with forge 3. any ideas whats up? [/quote] Ya had the same thing happen to me. Hopefully it will be fixed by morning or someone say whats wrong.
I really dont want to fuel this debate so late when it should have gone on a few months ago. I do agree though that when I first saw teh vasari starbase I just thought it was some kind of joke. Like they were never going to use it and they were going to put some huge king base to replace it in the next update. Well I was disapointed and had to learn to live with it. Id just imagine that the ball thing on it didnt exist as it looks comical as it moves around the grav wells just hanging there l
Has anyone found that against ai it is better to set ur vasari starbase at chokepoints to not move? That way you can have structures supporting it and not leave it vulnerable at teh edge of wells where it can get surounded far from your fleet at times. Its great to let it roam free and kill everything but keeping a leash on it seems to work better when turtling. Thoughts?
Never tried that combo before as vasari players end up just bypassin their shields an goin for the kill :(
I like this fuel and arms idea. Id like to see the use of strike craft more heavily reliant on the use of telling them when to dock and so on. We have teh option to but noone ever does because it serves no purpose. Strikecraft should stay free to repair but make building/rebuilding them much harder. As for teh tactic that they sit on the edge of teh gravity well and launch them I think is a very good tactic that should stay. Though I think right now is the problem of the strike craft respawni
[quote who="Tridus" reply="1" id="2062120"]Far as I can tell, it is. Probably to make up for the extra size of a star and not being able to put other tactical structures there as support. Throw a couple of 20 squadron Advent bases in together and you can do some real damage to anything passing by. [/quote] Yea had that one game and once u get those up there is no going through that star without taking massive damage. Also you wouldnt ev
I like teh privateers idea and might it be possible to buy unique privateers for your own empire? So an advent player who takes the base and buys a ship gets a cross between the class of ship he bought and its pirate counterpart. I think itd work nice if the ships got something like 75% of resources from orbital nonmilitary structures, 50% from military structures, 20% from planet bembing damage( so the resources from the upgrades that the planet has gotten+ a little more), and 20% or less fr
[quote who="alway" reply="10" id="2061484"]Another thing which you cannot easily take into consideration for 'best' qualification is a hidden bonus on having additional strike craft. First of all, say you have a squadron of both vasari and advent, both fighter and bomber, a total of 4 squads. Now, the vasari fighters may kill the advent bombers faster than the advent fighters kill the vasari bombers if they were all immobile and in firing range. BUT, one must also take into account that the v
Dont the advent carriers cost more and take up more slots? I know your not using /resouce or slots values but I always thought that always ballenced out their 1 squadron bonus that they have. I know very little of that math behind all this (never my best subject), but wouldnt it be better to take into acount how much damage is dealt against fighters and bombers from anti strike craft wepons? Say if one shot from a flak does 39 dmg to a 40hp advent fighter. It
[quote who="Aelya" reply="6" id="1995510"]/signed Absolutely agree with OP. Defensive structures are so often pointless since enemies can just roll right on through and wipe out your core worlds, laugh at you, then call the game. And no one has the time or resources to build up stellar defenses at every single planet. [/quote] Agree totally. Starbases are very exspensive and give very little. The least you can do for someone who spent t
[quote who="HikerRemastered" reply="1" id="1987543"]I totally agree, and further more I suggest for a new Game Option to be added. Mines or no mines! They really suck. [/quote] Even if its just a temporary thing for the beta. I cant get into a game where I can test out certain exspensive weapons because the stupid ai fills the map with mines an lagifies my game. So far I agree that teh tec mines are the closest to being ballenced in the way that they ar
I think mines in small numbers can and are a good part of entrenchment but once the ai starts building those miner ships youl wonder what happened to your comp lol. AS it is now the TEC have the only workable way of setting mines and they would work fine I think if you limited the minefields they could make to 4 or 5 an make them alot more exspensive. But since were talking mines can I throw out my own mini complaint/ sudgestion that we need to be able to destroy our own mines as adve
Tribbles!!! The mortal enemys of the Vasari empire!
I was just thinking how easy it was for those stupid miners to run around a starbase and destroy it while taking very little damage themselves when I thought "why dont starbases act as scout ships and make mines shootable within a certain range of them. I then realized that you would be blowing up mines that are beside you but what good came out of it thou was that if all the starbases could move then why not give them the anti mine capabilitys. People complain so much about mine fields
I got same thing with TEC my first game but havent noticed or encountered it again.
[quote who="wnmnkh" reply="7" id="1981195"]Oh Wandomvandom, then we just can hardcap the number of starbases in same planet as two, and limit the total upgrade slots in the same planet as 8. SO this will prevent people from exploiting and building fully-upgraded starbases in same system, while allowing starbases to advance forward. [/quote] lol frogot about is that it only takes 4 upgrades for a starbase to become pwerful. 2 to health an 2 to wepons an 2 of em will be much s
[quote who="wnmnkh" reply="7" id="1981195"]Oh snap, Advent starbase with bombing planet? . I have not noticed that (since I rarely play Advent) That's absurd as hell and should be replaced by other weapons then. [/quote] Ya if I remem its tehir metior one. I tried made one beside a planet in hopes of using it but in the time it took to make an upgrade my friend took the planet. So I tried it on his planet lol. It made the sounds an such but didnt do any damage [e d
[quote quoting="post"] Possible imbalances due to having multiple starbase in same system can be solved my either phase jump disabled after certain amount of upgrades, and/or not allowing jump into the planets with multiple starbases. [/quote] I like teh phase jump disabled after certain amount of upgrades but think if your trying to make a starbase then send it off you would have to allow it to be able to jump into a system that already has a strbase. Odds are where y