[quote who="Spatzimaus" reply="16" id="2076723"]Once I saw this, I decided I was going to play a starbase-heavy game to test it. And frankly, I'm in trouble; I'm in a 6-way FFA with five hard AIs, only one of which has a cease-fire with me. (Since the other four keep sending fleets at me, it's practically impossible to get their relations up to cease-fire levels, because the penalty for killing ships adds up so quickly.) Even though I have the best economy in the game, I'm ge
gotyaoi
This wasn't so apparent before the last few patches, as advent AI players wouldn't mine too much. However, I've noticed a few... issues, I suppose, with clearing advent homing mines. Basically, you send in a scout with minsweeping on. It activates the ability and goes towards a mine. It reveals the mine. This is, apparently, just outside of a Homing mine's lock on radius. The scout then proceeds to move forward to auto-attack the mine. This brings it within the mine's lock on radius.
An odd related thing. I've seen a starbase, when targetting a capital ship, using three seperate banks to target three seperate spots on the capital ship it's tagetting. And... That seems sort of right [e digicons]^_^[/e]
While capital ships are pretty nice, I agree that they are a fleet's anchor, not invincible super-destroyer death-machines. Star Wars: The attack on the deathstar, take 2. A few capitals, supported by a large ammount of frigates, X, A, Y, all kinds of wings. The same goes for the empire, though the also had a SB. [e digicons]^_^[/e] Star Trek: Wolf 359. If you don't know the reference, look it up. A galaxy class anchored a fleet of older and smaller vessels against the b
Ah, thank you very much for the advice. I really appreciate the work you guys put in, but this latest beta has been something of a nightmare...
[quote who="GoldenShadow" reply="9" id="2074378"]Reminds me of C&C Red alert, you could capture a construction yard and gain access to their whole tech tree.[/quote] Or from starcraft, the protoss dark archon. capture an enemy worker, gain access to their entire tech tree.
[quote who="the_only_normal_1" reply="9" id="2074441"]Two questions.. One: is this a problem? --> that pirates could become a demi-faction in certain games depending on their level of financing/success seems intriguing to me, but would like to hear more about your objections. Two: if their drifting away from being a 'mechanic' is a problem, then do you think that the idea of their colonization of defeated colonies is also undesirable -- certainly that is making them more 'faction-like' tha
Perhaps you could tie in such an idea with the late game "rebels are causing trouble near one of your planets" thing. If those were related to the pirates... And my resistance to the rolling over of cap-ship xp is that it makes them more like a faction and less like a mechanic. I assumed that they have other illicit activities besides spending all their time attacking us. Thus, the game time and credit spent scaling would afect their caps too. It doesn't come from combat. Like their f
Hear hear! I greatly agree with what has been said. Except for the pirate xp rolling over to the next cap ship. That's a bit silly. But a definite yes for scaling them into late game scariness. And obligatory... The beatings will continue until morale improves!
So, I had a few issues when I went to update to the latest beta. After a few uninstalls and reinstalls, I finally thought I had it working. Both Sins and entrenchment were running fine. So I thought. After entrenchment minidumped on me, I thought, whatever, and sent it in, then played a new game. It did it again. Odd. I went to impulse to verify the installations. Basic sins was installed fine, it said, but entrenchment was a little off. "Oh" I thought, "that explains
Just got Beta 3. Uninstalled everything like they said, then installed Sins, then Entrenchment. Entrenchment works mostly fine, still playing, but plain old vanilla Sins, when I try to go through the launcher and when I try to select the program directly, simply dies. No minidump, just the windows "Program has encountered error and must close. Send report?" Anybody else got this? Known error? Running Windows XP service pack 3.
[quote who="Deflagratio" reply="16" id="2067154"]Hornets nest: Have over 50 squads deployed in a single gravity well. (Strike Craft)[/quote] Cool ideas. Just on this one, perhaps ship based squads don't count?
Relating to the hanger upgrades: Perhaps, the reason they seem weak is that they field normal strike craft. And that is as it should be. And really, to boost it more would be ridiculous. An advent base can host 20 drone squads at its max capacity. more... if you want more, build some hangers. The problem is if the enemy comes in with enough flak, you could have 20, 40, it doesn't matter, they'd still be shredded. And then there's not much you can do against their strike craft. And the
No Need for the Big Guns on This One: Destroy an enemy SB without using any Cap Ships or Anti-Structure cruisers. (or using only basic frigates) Run and Hide, Run and Hide: Deal 10000 damage with the disrupt antimatter ability of your starbases. Raised Him From a Pup Myself: Get a capital ship to lvl. 10 through experience. A few more ideas...
Ah, ok then. As I have no direct experience playing the thing, I was going off of what I heard from a lot of vasari players. It just seemed sort of unfair to me that the vasari get less variety in their ship choices than the rest of us.
So, I've seen the topic discussed a lot on the forum, and a few thoughts have occured to me. Please, keep in mind, I'm an advent player, not vasari, and that this is simply a suggestion. Please feel free to add your own thoughts. However, please refrain from letting this thread become a shouting match. First, a lot of people have been complaining about the fact that the Vasari did not get an anti-structure cruiser. The general retort for this was that their SB is thei
There was no starbase already there. I tried this after reading tiberius' post, so I made sure there were no possible restrictions.
But Not Quite: Have a starbase get down to 10% health but survive. (edit: Carbon's "survive 15k damage" is better) Offensive Miner: deploy 1000 mines in an enemy gravity well. Great Structural Integrity: Don't lose a single starbase. Must have built at least one. Death Star: Accumulate 700 enemy vessels destroyed by a single starbase. Rain of Destruction: Have an instance of 100 planet bombing dps. (Not so much for entrenchment, just thought it'd be cool)
This happened to me as well. It was a little odd to have the ability available, to say the least. And i tried to build one as well. The ability is used, with the constructor flying to the spot you designate and everything, but no SB. I suppose you might be able to retrofit the constructor on capture to make it produce a Transcencia SB, but even that is a little weird. Basically, just seconding to say that yes, this is an issue for the advent.
My two cents on the starfish. I had a fleet of ten of them. Basicall, I was using them for clean-up work at planets my main fleet had already taken. Here's the rub. My main fleet had a fair amount of bombers with them. If I left it in the system, even if I microed the bombers and the starfish to attack different targets, the bombers would finish their targets and still have time to put a fair amount of damage down on the starfish's targets. Even with the reduction in bomber structure
Definitely agreed on the martyrdom ability. It also doesn't seem to fit the advent as well. I can understand the whole "Give your life for the advent", but it seems a sort of pointless gesture, even with the level of devotion of a seeker crew. And with lingering presence, the advents sight specialty is already covered. Perhaps something that affects culture spread, either you own or an adversaries. It doesn't seem unreasonable that seekers could be outfitted with broadcasting equipment, or so
Annatar, we must also remember that with the current starbase upgrade scheme, you'd have to build the base, then research the meteor upgrade at an additional cost and 50 seconds. And then, only if you're neglecting structure upgrades, which leaves the base rather vulnerable. And due to the... rather large antimatter cost of the meteor abilities, you probably wouldn't be able to use both of them, thus even less defense against a fleet. Basically, I think the complaint, and I sort of ag
Build sounds familiar. I can tell you as an advent player, that within the first minute or two, pending build time, I can have my three HW resource extractors up, 10 disciples, and a cap of my choice on their way to my next world, with a hostility temple and the basic attack upgrades on the way. The HW infrastructure is for later, as it's expensive and takes a long while to show results. Basically, just saying advent has a pretty good opportunity for rushing, as their early game ships
[quote who="-Ue_Carbon" reply="13" id="2046981"] Very well put. A simple and effective start to this problem of thier starbase would be just to have the anti-structure already equipted. And maybe a reduced build time in an enemy well. Sounds like a start to me.[/quote] I agree. Possibly a generally reduced build time, or constant. This might be justified either because the vasari have been at it longer, or because their SB tends more towards a... dreadnought ship, really, than a
Yeah, certainly possible for the starbase. The animation is a little hard to see. But I reloaded the save, just to check, and the Starfish still exhibit the same behaviour. Thanks Annatar, I'll send it along.