Ah, thanks. Will do.
gotyaoi
So, as it says, watching a replay of a three hour game I just finished. First thing, it starts at about 7 minutes, though I think that's intended behaviour. I set it to 8x speed, put the focus on one of my opponents, and check the see all button. I had the view on that opponent because he had died early, and I wanted to see what had killed him. So everything's trundling along, and then I hear windows' bell of doom. I have the dump and the replay, if necessary. XP sp3 2
Not sure If this has been addressed, but last I checked, it's still in the game, and I haven't seen it talked of much here... For the advent transcencia starbase, the two abilities, meteor control and mass disorientation, both grant upgraded antimatter pool and regen. However, they both also have their own seperate effects, meteor bombardment of ships and planets, and disabling of ships in the radius of effect respectively. The problem is, the upgrade panel for the starbase do
Currently, when you go to upgrade either the meteor storm or the mass disorientation ability on advent starbases, it lists the increased antimatter and antimatter recovery rate. Personally, next to the actual effect of the abilities, I don't find this particular information all that useful. Therefore, I ask: would it be possible to list range, damage, etc... as well as show the range circle, like when you upgrade cap ship abilities? This would be, I think, very useful, and much apprec
First, not sure if this has come up... probably, but to reiterate... The second level of meteor control reduces the Final Judgement ability's range from BIG, to nil. And the suggestion... with regards to the SB squadrons, one, would it be possible to have squadron management be integrated with the planet? And related, two, could we queue up squadrons to be built as soon as we click the upgrade? Anyway, small things to my game enjoyment, but could be quite important to others.
Have you looked into turning off auto attack after all the mines are dead? I think, possibly, that activating minesweeping turns auto attack on for the duration that there are mines to attack.
The no rush option... Yeah, that has issues. It's more of a thing that players should agree to on their own, not something enforced through the game mechanic. I understand the impulse(I myself enjoy gigantic fleets duking it out much more) but if you want that, go for the big maps with few players. To governments, I agree. Some civic system would be nice, to distinguish your empire from the other three of your race in the game. Minor races... I think things are pretty good as
Also, are they clipping with the model itself, or just the icon you see when you are zoomed out. And I know that there is no collision detection on fighters, would cause way too much slowdown. Perhaps the same applies to trade ships...
For supposed to, you'd have to ask the devs. My first inclination is to say, no, there isn't another tech upgrade planned for the advent's SB. This is mainly because of the rather large survivability granted to it by Mass Disorientation and the scalability of meteor storm, as well as the advent's general shield techs, which boost the difficulty of taking one on. As an advent player, I think I can say without conceit that our SB is one of the most powerful in terms of static de
[quote who="Dargoon999" reply="18" id="2116289"]Vasari starbase vs. Vasari Starbase DOES NOT WORK!!! (Keep in mind thats what the devs wanted you to do in the first place!). Thats why Vasari needs an anti-structure cruiser![/quote] Ok... You want an assault cruiser... What are you going to do with it? Speaking as an advent player: They really do not help much agains a Vasari SB. The starbase you are describing 2 offense, 3 defense, + other upgrades... it would shrug of
Excuse me, but you keep mentioning the long range cruisers fielded by the other races. Yes, vasari do not have one. The difference? The threat level of those things vs. a Vasari SB goes through the floor. Why? Because the Vasari SB can move. The difficulty of any other race assulting a Vasari gravity well is thus at least, if not more difficult, than a Vasari player attempting the same thing, due to the relative fragility of a cruiser vs. a SB. Put another way: Because the ran
I'm not sure about that particular issue, but I think it's known that level 2 of Meteor control and mass confusion are both broken.
The one starbase cap is to prevent one player from being able to build said four starbases at a single planet. It works much the same as the mine slots. There's a limit, but it applies seperately to each player. It's perfectly reasonable, in my opinion, to have allied reinforcement, via starbase. If you had a teammate, or multiple teammates, well, you all go. Late game fleet beats late game starbase, ne? Multiple late game fleets beat multiple starbases. The point of locked team games. <
Target priority is already a preset at this stage. I think it's controlled from data. I agree though, it would be nice to have the option to tweak such things.
I'm not sure if I'm clear on what you're suggesting. How would a planet recieve mitigation from bombardment? What would justify such a thing? Don't the planet defense upgrades already handle this. I'm not sure what you're suggesting. Please elaborate.
I know that, in regards to the advent's domination ability, though it now correctly makes the other ship join the capital's fleet, it is still set to jump seperately. If you select the fleet, the movement is set to some grouped. A right click on the move button fixes it in this case.
11: The advent homing mine/Minesweeping issue is being addressed in the next patch. The devs are increasing scout misesweeping range and attack range. 12: Advent, the projectiles simply appear from nowhere, so I don't think that the particular grav well you're in affects that. The Vasari ability, as far as I know, uses debris from destroyed ships/structures/etc...
Without putting my opinion into this debate, I want to say one thing. I play advent, and even I think the metoer ability can get sort of insane. Does it have a max # of targets? If so, I haven't seen it.For each ship you send, the damage of that ability scales. It's awesome. Also, never actually seen the AI TEC detonate one of their bases. Anyone else?
[quote who="EadTaes" reply="10" id="2088678"]Their is a way to jump outside of the mine feild. People always got wtf when i do and start clearing their mines on my way in. The only mine that posse a problem are advent mines. Since thier hommign range is longer then the scouts detection range.[/quote] How do you jump in outside? Using the other side of the phase line? And the devs are aware of the advent mine thing. It's being addresed in the next patch.
[quote who="Dargoon999" reply="2" id="2087218"]Having the starbase rotate around the planet would probably solve most problems.[/quote] I'm not sure about solving all the problems, but that is a really interesting idea to me, and is perfectly reasonable, seeing as we do it today with our satellites. Having building move on an orbit in their gravity well... slowly, of course, and perhaps costing some resources... That's be pretty cool to see. Of course then comes the problem of the gra
I've noticed, a few times when one of my starbases is being harrased by squadrons, that it will activate mass disorientation. The problem is, it doesn't seem to affect the squadrons. These are just orphaned squadrons left over from an attack. Basically, should they be affected, or should the autocast logic be modified or something?
Hmm, at last an idea in this thread that somewhat appeals. The idea of ordinary ships being able to travel through "wild space", albeit with massive penalties, bears some looking at, I think. Perhaps a late game thing with somewhat stringent conditions. Especially though, the idea of a late game ship specially designed to go through "wild space", this seems to suit the vasari perfectly. I'm not sure what the other factions would get to balance out, but it seems logical that the vasari
As to your first suggestion, The Vasari already have the phase gate technology. This allows them transportation without phase lanes. I'd imaging that such advances are beyond the means of the TEC and Advent. And destroying them? Aside from in game justifications against such a thing, of which I could imagine many, from a balance perspective, it doesn't add up. What's to stop you from doing utterly broken things, removing all but one, or even all lanes from a planet? With regards to yo
I wouldn't really classify this as a bug, it was just incredibly strange. Randome-Huge(Multi) map, there's a nearly defeated advent player hanging around. I declined to deal with them, and for most of the rest of the game, I was dealing with single Aeria Drone hosts. At intervals of about 5 minutes, an Aeria with a homing mine squadron would show up at one of my wells and just sit there. Wouldn't deploy mines, wouldn't attack, nothing. For 2.5 hours. It was sort of bizzare.
[quote who="Steve Mackay" reply="2" id="2080826"]Mine detection ability ranges and scout weapon ranges are being increased in the next patch to address this issue.[/quote] Ah, wonderful. Thank you! [e digicons]:grin:[/e] [quote who="ferang" reply="3" id="2080852"]if you toggle off mine detection they will not auto attack[/quote] Thus defeating the purpose of having scouts auto-minesweep, ne? >_ One more thing though. This behaviour