When I spam corvettes (I know, I know) I don't hear the build voice over and over, just sometimes (not sure if its every xth one or not). I've only tested this with Advent rebels so far but I assume all factions are like this. Seriously, this does help a lot.
stein220
[quote who="KrdaxDrkrun" reply="23" id="3172370"]Changelog posted[/quote] Thanks.
is there a changelog? (am I horrendously oblivious?) Edit: While not up at the time of this writing, I saw in another post that Yarlen will post patch notes. coolz.
how about if he's wrong he has to chug. [e digicons]:beer:[/e]
I know these have been mentioned but I just want to keep these on the psidar. 1. The iconus guardian still spams its shield projection outside of battle. 2. Aeria drone hosts controlled by the AI still carry around squadrons of mines without deploying them (this was fixed in Diplomacy, I believe). For this I will offer a suggestion: AI-controlled Aeria's don't make mines by default. However, once one enters a gravity wel
I have to pretend that each gravity well is a separate star system within a cluster and the planet is just the most interesting thing around that star and that the central star represents the core of the cluster (think Empire at War meets Mass Effect). otherwise i start thinking about orbital distance, clearing the neighborhood, and other ramifications that get in the way. timing would also be tricky because the current war only covers about 25 (presumably
[quote who="DirtySanchezz" reply="3" id="3166484"]I used to think that playing only against AI and not human players was pretty pathetic, but this may be a new low![/quote] Please don't disrespect other people.
[quote who="GoaFan77" reply="14" id="3165585"] Quoting Seleuceia, reply 13In my opinion, skirmishers and cobalts need abilities that affect AM directly (so they hurt carriers, not just support ships)...perhaps even removing the requirement to face the target would be worth considering as well... Indeed, my little test with having Sabotage Antimatter directly deplete some antimatter, and interference reducing AM regeneration rates worked pretty well. These abilities could certa
[quote who="BoeingB17FF" reply="8" id="3164177"] Quoting stein220, reply 3To streamline it a bit, how about if all neutral worlds started with 25% (or more) neutral allegiance like the pirate base and neutral-controlled planets (note: you currently only see neutral controlled planets with the map editor). When culture from a player (AI or human but we'll assume you are the player here) starts hitting a planet (neutral or enemy, doesn't matter now), the allegianc
maybe light frigates should just get more damage overall so they can take out the flak tanks better and more of that damage can carry over to corvettes. It would be an easy mod if nothing else.
I agree with much here as well (very polite and constructive), especially the various on/off toggles on game setup. Some people say that they don't want a huge mess of options on setup, which is a valid point. A separate, advanced setup screen could let some of us customize our experience but other people who just want the default settings don't have to be bothered with it. Oh, and difficulty levels for pirates.
i also use scouts against ogrovs in a pinch, or corvettes now.
To streamline it a bit, how about if all neutral worlds started with 25% (or more) neutral allegiance like the pirate base and neutral-controlled planets (note: you currently only see neutral controlled planets with the map editor). When culture from a player (AI or human but we'll assume you are the player here) starts hitting a planet (neutral or enemy, doesn't matter now), the allegiance on the planet starts going down as normal. Once it hits zero, the planet w
Aren't light frigates supposed to counter flak as well? I would vote that the lf - flak counter be as strong as lrf - lf; as it stands now, I believe lrf is a harder counter.
[quote who="Skysrpke" reply="2" id="3162184"]Ok my issue is that the Ai seems to eager to kill me on easy. Like in 28 mins it attacked me with Two Kol's and 20-25 frigates. To me thats a bit too fast, given I take my time getting my fleet ready but still it was on defensive and came on real strong. Anyone feel the same??[/quote] Are you expanding from the beginning and developing your new planets so you don't lose money? Are you scouting to see what they're building
When you see green stars in sins, it's only because your scientists are viewing them through chromatic filters to study temperature differences and other properties as earth scientists sometimes do. This may be the case for blue stars as well since actual blue giants are relatively short-lived and very hot and bright. It's hard to imagine a stable and habitable planetary system forming around them.
that is a nice setup but it's not something one would brag to the world about (no offence outlaw, it is better than what I have right now [e digicons]:grin:[/e] ). If one had 2 comparable desktop cards each with a 256 bit memory bus and DDR5 in crossfire mode, then I would be skeptical and say they were bragging.
If you could change the armor type, what would it counter and be countered by? Corvettes countering lrm but being countered by flak (as it is today, more or less) makes them just sound like big fighters with abilities. if they were partially countered by lf and flak, that might make them a bit more interesting.
I like that corvettes are a good early counter to lrm (everything else notwithstanding) but what if their passive abilities were active and required a small amount of anti-matter and a small cool down so a hit from a light frigate could really hurt one? (Edit: maybe a long duration/cooldown with a larger AM cost would be better, so the skirmisher's ability could have an effect). If you want to be really fancy, nerf their base damage output but have their special ability also
Is that from the Sooper Dooper Deluxe Edition?
Concentration Aura from the Rapture will help your bombers (you only need to keep the Rapture near your drone hosts for the bombers to get the buff).
I re-checked the file integrity and after it red-ownloaded 1 file, I did not see the lines on 3 different faction/races, so problem solved.
I'm just surprised no one asked me why I wasn't playing as Vasari.
First off, thanks for the Vasari. Now we can go back to complaining about other things. Secondly, does anyone else have yellow lines linking techs that require other techs on their research screens? Strangely, this only works with techs that are one level after their dependency. If a tech is tier 1 and the next one is tier 3, there will be no line. All my research screens are like this. The military one just has the most. <img src