They were a useful tool before..... Just lost 6+ capital ships inside a minute to what would have normally been an easy fight. That is after blowing up quite a few of them. Simply doesn't work. They take awhile to kill, even for a dozen or more capital ships and in the time that took, the swarm of them kill the rest before they can even retreat. I did enjoy this mod before this change but after going through this frustrating again with the bombardment swarm, I'm giving
dkt0404
I'll see what I can come up with for screen shots. That said; this is the setup. Maybe you can see for yourself. Mods: Double Supply/Cap, Enhanved AI, Expanded research, max starbase upgrades, more tactical slots, E4X mod Game setup: Vast map, Vasari with other Vasari as ally on team 1 (Basically Vasari vs All). Maxed out other enemies that are evenly split between that factions. Player types set on random. Normal speeds. Set on hard or unfair for all AI player
Yes, the anti structure units. In the games I have tried so far, they are immensely over powered. A few of them wipe out a systems defenses normally pretty quickly, but now they do the same thing to capital ships and titans. And just just one at a time. They wipe out groups of capital ships from range. Yes they are fragile, but they were consistently killing targets before they could get into range to shoot back. The AI if fond of bringing a dozen of them at once or mo
Is there a way to disable the highly irritating effect of siege units targeting capital ships and titans? The effect has been that I haven't seen a ship in my game above level 4 vs massed siege cruiser fleets that are popping the caps and titans extremely quickly because they can hit 3-4 different units at once from extreme range. Edit: Game up on the mod. This broke the game for me as it meant there became little point in building the expensive capitals and titans when a half
EDIT: just looked at the downloads. So how would I go about downloading the 1.82 version of this to play/test?
Fist: I don't play often enough to really justify actual beta testing. Though if you don't mind that, I'd certainly install and play that instead and pass along any weirdness I find. Cutting Beam: That's exponential fleet growth in terms of capital ships isn't it? One Borg cap enters a battle and emerges with the 3 capital ships it was fighting without paying for them (That Q. Diamond practically solo'd a 15 ship early fed fleet; the rest of the ships showed u
I'm in much the same boat as it sounds like he's in. Been apartment bound for the most part for nearly a week now. Figured I should mention the little glitches I may or may not have found (hard to tell since I don't know if they are on purpose) so you guys can look to see if they need fixing.
Possible Bug: Somehow I assimilated a federation ambassador class elite ship despite the tip on the ships saying frigates only. Fleet: Level 6 Queen's Diamond, 5 planet assimilators, 2 coffins, 2 grav torp ships, 1 scout module and 1 planet colony ship.
Mostly was asking if it was omitted on purpose since so far all the other races have it. Including the Borg which are about as OP as you can get. Kind of the same thought as the Romulan version of it being accidently omitted.
Are the Feds supposed to be missing the anti-bombardment tech for the starbase? It's not on the research tree and seems fairly critical when the other races have it.
They keep moving our of range of the support ships. That's how they got killed. I have no problem with the smaller ships behaving like that but the capital ships have no business doing that. The large ships do not behave like jet planes. Galaxy class firing on a cardy is a excellent example. Have the big ships behave like big ships. Let the smaller ships do the fighter attacks. Plus in a game where facing matters
Also; is there any way to get the ships to stop flying in circles when they are already in weapons range? Frustratingly annoying to have them fly OUT of weapons range once they are already there when the target didn't move. They are all behaving like the strike craft do. How is that turned off so they behave like ships again? Edit: Actually after just loosing 3 capital ships to pointless strafing, I'm too frustrated with the strafing
Rebellion 1.8 issue. Dunno if it was addressed. Romulan Enforced Loyalty does not show up in the starbase upgrade options despite being researched. This turned out to be fairly game breaking for me since I started between two Borg and only the static defenses had any hope of holding out against them. Got enforced Loyalty as fast as I could so they couldn't just bomb the planet. Without it working (or with it hidden somewhere I didn'
Vassari rebel faction. The titan is getting stuck at 3/4 done when built. I've tried moving the shipyard to no effect. It's still building and then just stops at 3/4 or so. Kind of makes the game unplayable since I saw a couple messages of OTHER factions launching their titans. I hopefully you can track down the problem. I'll just try a different faction till then I guess and see if the problem is player only.
Didn't see where to put the bug reports for the beta so please move this post there if you have the power and know. Several ships now don't seem to be autocasting their unit powers. I know the far right Advert battlecruiser's retribution power isn't autocasting and the Skirantra carrier's repair cloud isn't casting either despite some pretty heavy damage (I let it run solo for awhile to see if it was a % damged thing). I haven't tried other ships yet but it wouldn't su