This is something basic, but might be easily done (there are phase lane bits now anyway, like Vasari gravity tolerance, or PJIs). There's also the property of one of the Vasari ships that slows down incoming hostile ships. Destroying lanes or closing them would be interesting if it was predictable and ships couldn't be destroyed. Losing an entire fleet due to a bit of carelessness seems a bit harsh. Vasari would have extreme advantages in certain situations (involving the marauders...
NamelessMook
Nice map! And now I list everything wrong with this... although I'm not sure if it's all map problems... could it be stuff on my end? Player 2 starts out with 3 planets (4 frigate factories, 8 scouts...) that are not upgraded and are at 10% allegiance (so Player 2 starts the game with a -6 credit income. On the other hand, player 1 starts out with 150% aleegiance... Planet placement issues: sometimes phase routes to moons end up going backwards/straight up and
Glitch/Bug: Allies sometimes give an "I'm attacking your planet" message when moving a fleet there. This one was when every colonizable planet belonged to the player or his allies. The AI wanted to spread out more, though, but couldn't because there were no enemy planets. I guess?
Pause function - "Pause/Break" button located just above home/end, pg up/down, insert/delete. Beside "Print Screen." Z-axis - none, it's automated. Destroy bases - Pirate raids do stop. There is usually only one base per system, and if you destroy it the pirates cannot attack anything in the system. They cannot jump between stars. And it has very little use, other than high planet HP and tac slots. TEC can upgrade them with an extra logistics slot, though... No directi
Sharing of tech (Armor/Shield among all, weapons among a race that can share them), perhaps even compounding research among allies. Also, as mentioned above, sharing of Phase Stabilizer Nodes. Sharing of culture (Abilities will affect allies, perhaps even adding/compounding, to a cap. No good having 99% mitigation due to advent culture... perhaps only +25% per ally you have, so 8 would become 10, then 12, then 14...) If doing trade... have the trade calculation extended to inc
Hooray for Capital Ship research! And running a destroyer straight into the center of a fleet will be interesting. Especially with Broadside. Is there a way to use research to increase the potency of capital abilities? Since you can upgrade the scout abilities and the Vasari ship self-repair abilities... Why not put flak on the regular defense turrets? Not enough as to make them as powerful as a stand-alone, about half as much as a standalone (build two to get as much
Kotsura + scouts = no superweapons for the other side... theoretically. And it has the added bonus of no repair bays for the other side. Bonus points if the battle is so close that you can't possibly hit after they leave... But deliverance is best for me. Get a buddy with a Kotsura and fire 'em off at the same time... culture bomb and no enemy culture to counter... Too bad there isn't a "Salvo" ability for the Nova and Kotsura, and a "stagger" ability for the Kotsura and Deliv
Genocide is an ultimate ability, right? Why do you have three levels for it? Unity seems a bit like Malice, except scaled higher. This... will be interesting coupled with the Mad Scientist Mod. (100% fire rate, 40-100% Base damage, a percent for Vasari culture, damage buff ability... heck, the Javelis can get out 50 dps with research, marza's got 200, starbases get 400-500, methinks...)
Affirmed, and I remember seeing it way back in the demo, Vanilla 1.03. I saw nothing of the sort, of course. I'm surprised no one caught it sooner... Mil labs and Civ labs both say they give a buff. TEC only. Now what would be interesting is if they actually put in such a buff, 1% per lab maxing at 10%? Or just remove the text...
If you look in the research tab, you'll find a Fleet Logistics (or something thereabouts) sub-tab. In it you can find the ability to research a cap of max fleet points (for a resource penalty, of course). There is also a capship section in that research area too (although that's terribly expensive and generally not worth the cash past the first couple levels.) (... Ninja'd)
-There is the addition of anti-structure cruisers, so if you assault a starbase you can get 2-3 of 'em and kill the starbase quick. They have a larger range than the starbase. If you want to lose half your fleet, go ahead... Also, I haven't tested this, but the Advent progenitor + guardians strategy may work versus a starbase. -But upgrading said starbase to actually be a threat takes a while (a few minutes at least). In that time you can kill it. There is also a build penalty for bui
Mentioned earlier, just correcting: A dome (sphere, really) around a star is a dyson sphere. http://en.wikipedia.org/wiki/Dyson_Sphere How about a protostar? or a brown dwarf? Black dwarf? White dwarf? Wiki is a wonderful place to look things up. http://en.wikipedia.org/wiki/Stellar_classification http://en.wikipedia.org/wiki/Appearance_of_extrasolar_planets (Yes, <a id="ctl00__Content__RepeaterReplies_ctl07__LinkUser" class="hand" title="Click user nam
Lovely way to tie up a couple fleets. Of course, since the Vasari get Phase Stabilizers, they can get out... but TEC and Advent are screwed. Xanatos gambit time... Need a couple more shifted-to-a-particular-race planets... hm... TEC - Industry? perhaps an econ planet. If race is TEC (use a researchable technology like in the MadSci mod), Resource+, Trade+, Population+, Ship production+, Cost of everything lowered, Logistics+, Advent - Culture, maybe... If race is Adven
Actually, I think this idea would be good: Sacrificing a level 10 cap to get a super-cap. Guarantees that it will be a late-game ship, and said ship will be vulnerable at level 1 (Crew needs to get used to the ship, of course). And there is the problem of creating an upgraded version of all 15 caps... Also provides a reason to buy more capital ship slots. Starbase style upgrading (more upgrades than points) would be nice for specialization. I can certainly think of som
This does happen when you only research one upgrade, too. If I have 40 Fleet supply left, and hit a research to start, if I queue up 11 LRMs, they won't build until I make the number 10 (to bring it to 0). No factories will build if fleet supply goes into a negative, even if the factories can build some of the ships.
Yes. This does lead to interesting things, though... Missile Barrage + Malice + Shield Regen + Animosity + Mass Transcendence... Factor in the Vasari Fleet Cap + tech + Lower ship cost + Industrial Juggernaut and you got yourself a fairly unstoppable trio... And don't forget Novalith Cannon + Phase Missiles against TEC with planet shields...
Yes. This jumping makes me completely ignore the Empire tree. I don't need it, and it's cumbersome when it keeps flipping about like that. Seriously. At least have an option to remove it (which would be insulting the devs... so hows about a fix?)
Starbase ability - Better cost resources. (that's a given), but it's nice! TEC marine cruiser: Meh, I don't think so. Especially the boarding bit. Seems like Advent's Domination ability, just slower. And in order to stave off a culture bombardment, apparently all you need is a Culture Cruiser at each planet? Really? Nice Vasari cap though. +1 to Deploy Construtors ability. Just have it follow an Egg around and you can fortify planets very quickly (3 Deployed constructo
Better think of buffs for TEC and Vasari then, because the Advent Deliverance Engine will become waaay overpowered. 2-5 shots (staggered) will comvert many, many planets quickly... And what of planets starting with 25% allegiance? Yes, need more stuff with allies, though. On the subject of superweapons... why not have a couple more abilities: "Salvo" and "Stagger," which launch multiple projectiles and staggers projectiles over a time respectively, say maybe 3 mi
Properties: Planet bonus - Asteroids, neutral areas (extractors... someone has to live there) + Ice + a bit of Terran It would explain why the Vasari hadn't seen them at all, and the dead zone started in the Core/inner worlds. Culture Bonus - Something like "Chance to hit" or something... debuffs, generally. Also explain how they managed to take out the Dark Fleet... can't hit what you can't see,
Yes. More than yes. Sins was designed for old hardware, or so I hear, so something as recent as a 4670 will work just fine. Just fine. You'd only run into a problem running recent games all-maxed (or just Crysis, or so I hear)
Weren't they supposed to be fixed with 1.02? or did I read it wrong? Although I haven't tried the area stun yet, and don't know what's wrong with that. "Fixed incorrect level parameters for Meteor Control upgrade for Advent star base." I did have a little itch in the back of my brain about how you people couldn't possibly miss something like that. Oh well.
TEC starbase has a build ships ability. So they'd have to include that with all stars/planets. Although the TEC starbase can only build frigates and cruisers...
So I was playing along as advent and I noticed something: Final Judgement level 2 has a shorter range than level 1, so short that it can't hit the planet that it's attacking unless it was originally built right beside it (not that anyone would use a starbase offensively... although it is fun to build a couple beside an ally's planets and wait for it to go to war...) So as it stands, in order to attack a planet one would need Meteor Control level 1, and level 2 would do nothing. (Goes
Really nice mod. Research has a massive effect on things, but yeah there's the minidumps (I've been getting them too, surprisingly. Second minidump ever) Yesterday, before the crash, I soloed a Progenitor Mothership + 1 Fighter and 1 Heavy Bomber squad against a not-upgraded Vasari Starbase. Each run for the bombers did 500 damage against it (or I think it did... could have been mixed in with the 150 the Progenitor did). The Progenitor shield HP didn't drop below 97%, and didn't get b