[quote who="gundamlit" reply="5" id="3149076"] Then a saved game would be a great help. [/quote] I haven't played a new game yet so I have all the autosaves and some more, but it's previous version, so incompatible now :(.
Sonntagshut
[quote who="Yarlen" reply="2" id="3148298"] 5) We couldn't reproduce this. 10) We couldn't reproduce this.[/quote] As for 5, I noticed that at Starbases around a star. Enemy ships in the well of the star didn't get the debuff from the starbase, maybe it's only around stars... Or only if enemy ships arrive in the well from a star jump. For 10), strange, in my game it wasn't working, had a fleet in a cloud and no abilities were disabled.
Moved to feedback forum, bump just to not be forgotten...
[quote who="Volt_Cruelerz" reply="16" id="3146565"] @Sonntagshut: I had a feeling I had performed some magic math the first time around which is why I did the second round of evaluations (and this is also the version that made it into the OP) on a piece of paper by hand. I trust that significantly more than doing it in my head and writing down the occasional step via my keyboard. Also note that in your math, you still accounted for the AA guns which as was discussed later don
[quote who="Volt_Cruelerz" reply="6" id="3146331"]It would be less than 8.75 actually. I just discovered that the AA guns of the Coronata also pass the buff. (1/7.5+1/6.5+1/5.5)=1.88 chances per second. After ten seconds, that's 18.76 chances which given the 10% chance at maximum level (it's only 4% at level 1), suggests a very high likelihood of capture. Strictly speaking, it would be a 187.6% chance of success, which frankly means yes unless it's bug
First off, these were found during the version before 0.90, no idea if it was 0.89 or 0.88, as I can't find a way to look it up. Posting late because I couldn't get into the forums for some time... Also I didn't search for every bug I found if it was already posted somewhere, better one time more than one too few ;). I was playing Advent Rebels in a solo game, so let's begin with what I noticed: 1.) Communal Labor seemed
Well I understand what lich1989 meant. If you level a capship like you did in diplomacy to 3/3/3/1 it is weaker than it was before the change, which isn't that nice actually. If you level the skills to 4 they are slightly stronger than before, but with going to 4/4/0/2 you will lose a whole skill on the ship. So I'm really inclined to say, I liked the old system alot better. I have to get 2 caps for most types, to have every skill on a level where it's as useful as i
There's only 2 things I dislike about this discussions about novas: 1. Nova being able to 1shot Asteroids/Moons sucks imo, why cant it simply do like 60% planet hp damage and population damage? 2. Saying SB with aux is a viable counter... just mentioning, that alone 2 such starbases will be more expensive than the weapon itself... Planetary shields may be named a counter, but then please let every race have one. Or make the research that reduces bombing damage affect Nova&
[quote who="JohnJames" reply="6" id="3137585"]You sure it wasnt a magnetic cloud. Plasma storms encompass the entire gravity well[/quote] Isn't magnetic cloud the one preventing use of abilities? If it is, there can't be a starbase, as none of the builders could use it's build skill , quite annoying sometimes ^^.
Well so far I need a cruel AI if I want a challenge that can be compared to what the AI on hard used to be in diplomacy. And I assume I haven't gotten that much better by not playing at all for some time ;). Cruel AI seems to be quite alot stronger than the unfair one, unfair is only like the normal AI. Also it tends to stick to using capitals, while the cruel AI at least for the bigger part will also build frigates. So yeah, known issue that the AI is quite
Maybe their ships actually have some means of reproducing... I mean the frigate factory could also be an hatchery.... (doesn't look very shipyard like )
I'm actually wondering how assumed mature people can get so worked up wether to call it solar system or galaxy. Everyone perfectly knew what it meant after the 2nd post, so I really don't understand how you can keep on arguing about that all the time Xx. (Need a new beta so you get better things to do obviously ;) ). And Eilarais, what exactly makes MP battles and MP feedback more important than single player feedback? If you would walk that path continously pla
Why can't superweapons not just be limited to 1/galaxy? Or make them use up a Capital Command slot. Any of these would require the supwerweapons to get buffed. But at the same time you could have fewer. I would rather have a powerful superweapon, than having the possibility of a TEC player having several Novaliths... Thing is, Novalith stacking is good for something. Advent or Vasari Supweaponstacking won't win you anything. There's hardly an
Well, if it doesn't trigger the damage anyway, a TEC player can still just bomb border worlds as much as he wants to keep population down. So he's alot safer this way, than if planet damage would cause wail damage always. Tweaking this to having any damage to planets have the wail effect would more likely lead to the enemy bombing planets further inside, so you will have your planet at full strength whenever you want it. Or the enemy uses the nova only to keep y
Why can't we just have wail also be a passive, so if the enemy shoots your planet, if its a border world it will automatically trigger the wail, so adjacent planets will suffer damage too? Same could go for bombing. :)
Well, give relocating the capital planet a cooldown of maybe 15-30minutes and you can still purge a galaxy fast by killing capitals after another then. But I'm of the same opinion as Eliarais, it's kind of annoying sometimes, when the ai just surrenders...
Well, there would always be the option left, to just have an effect phase jump from one planet to another in the direction of the culture flow ;). (Though it might be hard to also be able to determine the strength/speed of the change with a tool like this)
[quote who="Admiral_Kiernyc" reply="8" id="3129653"]Orgrov Torpedo Cruisers and Advent Adjudicators should be able to attack titans. They should at least test it to see what happens.[/quote] Wow you really are like saying the Adjudicators are as useful as Orgrovs ^^. No offense, but Adjudicators are only useful at all if they can shoot multiple targets. As long as they wont fire all their 5 guns at the titan together, they won't do any more damage than most other cruisers would do
[quote who="MayallCommunion" reply="6" id="3129508"]It also has to do with how late they get there crystal resource tech. That thing is so expensive.[/quote] And you really need too much crystal to research it in the first place...
Btw would you go and deactivate artifacts and random planet traits for ladder play?
Well, I even saw an AI fire it on a planet it owned itself in the version before. I don't know if this AI issue was fixed yet?
[quote who="mcintire" reply="9" id="3129025"]Your cruel AI shot the base with tree or four Novas at once, of course that will bust the pirate base. The pirate base is a regular dead asteroid with some boni, one of them are the 6000 HP without having to upgrade. Amongst other stuff I made a thread some time back about how the pirate base needs a planetary shield to better withstand this kind of spam, especially since AIs tend to focus-fire on pirate bases, for whatever reason.[/quote]
[quote who="Halos" reply="4" id="3128997"]He's right though, asking for balance changes based on a game vs the AI is... dubious. Not to mention when playing vs 9...[/quote] Ok, I may have played against AI, though I'm not asking for balance changes (yet you again say I do). I'm asking for experience with the Advent loyalist culture behaviour Yet all I am getting is people saying "Rofl, playing against AI", this doesn't seem to be very helpful.</p
[quote who="MayallCommunion" reply="16" id="3129021"] Thats just how RTS's are sometimes, lots of maps favor different races because of their innate traits. Look at sc2 for example, certain maps with cliffs favor terran because of how retarded siege tanks are. Nothing can be done about that.[/quote] Oh don't misunderstand me, I really like the idea to actually be able to make maps in the forge that are somewhat less random. But I don't think Sins is the right game for
[quote who="RilletSnowy" reply="2" id="3128980"]So when they are building culture invade them? Culture only really becomes a problem if you let it.[/quote] Well it will always end the way that I have to fight them on their territory, where they have all their bonus (if I go and attack their temples they would even have defense structures maybe) and I don't, so it will most probably be me who will lose that. Next idea? ;) Also when looking at Advent loyalist culture rate it