[quote who="justinian66" reply="607" id="3315961"]I'm curious, would it be possible to add a Refinery type of ability to a starbase? The TEC starbase would be the obvious choice for which race would get it, but I'm wondering if thats even possible with the coding and all.[/quote] That could be an interesting ability for the Vasari starbase to have, either combined with or instead of their current econ bonus. Extra tax income kinda pales in comparison to the trade/allegia
Emperorjarin
[quote who="GoaFan77" reply="595" id="3313873"]Thanks Jarin, there is definitely something wrong here (I got 0.03 FPS at one point ). Still working on figuring it out. It only occurred well after the battle started though, not sure if that's the same thing you experienced.[/quote] That is exactly what I experienced, and after playing a few more games I have yet to see anything like it. Every other game I've played thus far works swimmingly. This mod is my favorite
Got the save game for you, Goa. Just take the fleet with the Coranata (hotkey for the fleet is 2, if that helps) and invade the dark green planet next to it. For me, results in crash every time. Surprised me to get such a massive slowdown, since I had actually had bigger battles before that one in previous saves, with more players on the field across multiple stars. Anyway, hope this helps . &nbs
That was a MD issue caused by a specific ability. That is not the issue I am currently experiencing.
I had this problem last night, Justinian. I was playing as Advent Loyalists, invading a TEC rebel world with a large fleet (Coronata, several capital ships, misc. ships both built and captured), and when my fleet met the enemy fleet, FPS drops to 0 and the game pretty much crashes. I'm pretty sure it's the particle effects, as every other graphics issue I can adjust hasn't appreciably improved my lag at this spot, and there are a LOT of support ships using animated abi
I like Joe's idea, though I think it should also be able to share damage with its fleet, similar to the Advent's guardian vessels. Furious defense should then be adjusted to compensate for the sudden massive damage increase being delivered to it.
Seeing as I have no idea how to mod, or what tools to use, I guess I'll wait =D
Really cool mod. Definitely enjoying the buffs you gave the Advent :) Just found a bug with TEC's movable starbase; you can't build it with initial research. You get the option, and it consumes resources, but the constructor is not consumed, and you don't get a starbase. You just lose about a thousand credits =P
No, the Disciples are usually pretty good at spreading around their antimatter from what I've seen, though they tend to prefer frigates over cap ships without proper micro. The biggest issue is that Drain AM only works on frigates; it won't drain a titan or cap ship, which is too bad.
I like this idea; kind of reminds me of what DS lore talked about doing, though I didn't really know about it until after Rebellion was in beta.
I just had weird luck. This is why I should not speculate when only having attempted one game. Herp-a-derp.
[quote who="NewHorizons" reply="368" id="3195747"]BTW: I like the TEC Loyalist planetary defence tech - the sight of Orgrov-style torpedoes intercepting a hostile purge vessel was quote funny.[/quote] It is pretty awesome watching the planet open fire on an orbiting fleet, even if it does take out half my poor Advent support ships. On a (barely) related note, there might be an issue with random race selection. I noticed that all 4 of my random opponents ar
Loaded the saved game and didn't crash, but got a minidump when I quit the game. I think if I turn down the graphics settings I'll be fine.
If you were playing against the TEC faction, they do in fact get a resource bonus for everything you buy as a tier 8 technology, but you won't see that until the late game. Beyond that, no AI below Hard get any bonuses. If you're still playing defensively, I recommend playing as the TEC loyalists while you get a hang of the game. They are specifically designed for turtling strategies, and are extremely difficult for the AI to make a dent against.
Just checked both my audio and video drivers, and they're both up to date. Odd. I should note that the audio was the first to go. I'll chalk that up to being an incredibly weird fluke and try a new game.
I just had a nasty crash while running your mod. I was playing a 5-star map with 10 enemy factions (normal, while I get familiarized with your mod). One of my enemies had just surrendered to me when he sent 2 of his capital ships to a contested world, where the game promptly sputtered and killed my computer (had to hard restart the PC). This was early game, an hour in at most, so not much of a fleet beyond a few LFs, corvettes, and the enemy caps. Any idea what might h
My favorite titan is, hands down, the Eradica. It definitely looks like an angel of death floating through the sky, smiting all the non-believers. Favorite capital is probably the Marza. I'm also partial to the Antorak, and the Advent design philosophy overall is much easier on the eyes than any other race, but I like how the Marza just gives the look that it ain't nothing to f*** with.
Pirates usually give new players a hard time. Luckily, they can be disabled, and many players turn them off. The enemy AI difficulty setting can also be set before the game begins; simply left- or right-click the little chevron button next to the AI team selector (you'll also see a question mark there, that determines how the AI plays the game). Set the AI to easy for the first couple games, and as long as the pirates are disabled, you'll find that the AI fairly tame
Careful reading is overrated. [e digicons]:P[/e] But you're right, that's some buggy behavior up in thar. I personally had never seen the bugs you mentioned though, in either Rebellion or Diplomacy, though that's probably more because I only play against AI and never lose structures (turtling is fun, I swear!)
Working as intended. When you lose the required number of labs for a tech/building/ship, you no longer benefit from the tech (or can no longer build the related building/ship). Being able to jump your starbases without the required number of labs is I believe a bug.
Or, you could just bind the old fleet to a different number and swap bindings around until the fleets are set to your preferred bindings. Not hard, and much cheaper than scuttling a whole fleet.
I have noticed this as well. An annoying drain on antimatter, and the workaround seems like too much micro for an ability that seems tailor-made to reduce microing.
Because if the achievement is counting Research Victory tech as a requirement to unlock it, that's a bug. Knowing for certain whether or not that is indeed the case will enable the devs to more quickly fix this bug.
I like the idea, but think that the superweapons should be kept at tier 8 and upgrades should be balanced around that. Titans and starbases are more than enough midgame goodies; throw superweapons in the mix and you have an overwhelming number of midgame options.
I'll grant that it's annoying, but if you build a culture building on planets being affected, you'll be fine. I noticed it as well in a game earlier today, but didn't think of it as a bug; might be a nice way to culturally harass players as Advent Loyalist.