6000+ each metal and crystal--too much for a titan.
ck07
Just started playing Rebellion. In 1.5 games so far, the AI has expended very slowly and built almost no frigates. Based on end of 1st game and "surrender" info partway through the 2nd, appears to be carrying huge unspent balances. Did not do this in vanilla 1.195 or Trinity 1.32. Anyone know what's going on?
Do pirates ever leave their home star system? Btw, I have always wanted to kill a pirate base just for fun, but it never seems worth it. It is obvious that enough bombers will do it. Anybody tested how large a force it takes if not mainly bombers?
Darvin 3, Thanks. Dunno how to do a screenshot and this one would have to be big; dunno if file size could ne a problem. But I think it is not needed. Suppose 4 star systems-1, 2, 3, 4--with letters indicating colonizeable planets, all with friendly trade ports. Dashes indicate gravity well connections. Assume that any other star systems and planets that exist are irrelevant. 1-A-B-wormhole 2-C-wormhole 3-D-wormhole</p
Sorry, I meant Power-Draining Nanites. How much reduction, to whom, against what? Making the AI keep switching targets is nice, but it's an awfully powerful exploit. The Egg's destroy-yourself ability does seem to require pointing exactly at the target and transmitting an "infection bullet." I have also been having trouble getting the Subverter's Distortion Field to work. That one does not seem to rely on the orientations of the ships. In some cases t
Thanks. Still on Vasari since I have a game going: How much do Volatile Nanites do to reduce enemy damage? Against structures only? Planets too? Anything in the gravity well? How much does Phasic barrier reduce damage? Enslaved Labor looks like a loser: costs 800 + 150 resources ~ 1,500 on a balanced map, so must spend 37,500 to pay off. If my income is 25/s (reasonable early to middle game average?), takes 1,500 seconds = 25 minute
Some are obvious or are explained in easily found documents (e.g., armor), but quite a few are not. I'm hoping that someone has compiled a "how techs work" list. Taking just Vasari, it not clear what volatile nanites do, or what happens when it is improved. Similarly mass reduction. Similarly the cruiser's shield bypass--added to the weapon techs or not? Similarly gravity tolerance. on average how much does this increase speed across a system?
2v1 in Centrifuge was not too bad because they gave me a little time. But this map, no.
Just tried the first 4-player game as FFA. It is a ring that goes home, asteroid, ice, repeated 4 times. So 3 jumps in each direction (2 across the star but that is actually further). Tried to claim more than my share (1 asteroid and 2 ice) but found myself under attack by superior forces at both ends--on one end by a force equal to everything I have been able to build. All happened way too fast to make any friends. Is this map intended to be played FFA, or am
Tried the advice to bould a bigger navy sooner, at expense of tech and defenses; worked pretty well.
[quote who="Cykur" reply="32" id="2457064"]The only thing really blocking your trade chains now are magnetic clouds. The main reason why someone might not have a long trade chain is because the planets are in small clusters at each star and are not conducive to making a chain longer than 3-4 hops. [/quote] In my (limited) experience the chains don't seem to leap other "non-planets" either--dead asteroids, asteroid fields, gas giants, plasma storms. Should they cross a
[quote who="Darvin3" reply="1" id="2464333"] Secondly: avoid hangers, they're practically worthless for Advent (at least on small maps like these). The problem is that you need tactical upgrades on each planet you want to place hangers, which just gets way too pricy. If you need to beat back siege frigates, use scouts. You'll have to use a few command points, but it's way less expensive than hangers.[/quote] I did build planet upgrades. Could get to Illums
This is the last 'small' scenario. I'm Advent vs. Vasari and TEC. 1.181, hard. Normal speed. By 21 minutes I have 2 planets and an asteroid, 3 neutral extractors, 3 temples of hostility. Hangars + repair bays researched; 1+2 built on the asteroid. Funds for 1+1 more. Level 4 Progenitor, 9 Disciples. Illum almost finished, fleet increase to research next. Have not wasted any time. Each of them have 2+2, not sure what research
Can someone explain exactly what malice does? Does the original target for damage have to be the selected target for malice? Does the original target take 100% or 70%? Do the others get 30% each or 30% among them? What if there is more than one original target? Why are fewer than the allowed # of targets affected even though all are in range/ Is there a much smaller radius of effect from the selected target?
Haven't played enough to stand on anything, but Progenitor->Halcyon and Halcyon->Radiance both certainly look good. Just started Storm Front, which means two wells w/no strikecraft and two w/no abilities, all between me and opponent. How about choices w/Halcyon excluded? I guess best w/out abilities would be Progenitor (colonization works where it needs to), Radiance (strongest), and Revelation (planet bombing works where it needs to).</
1.181, SP, Hard. Your 3-4 favorite pairs. Thanks.
Just hit the 'destroy planet' button a few times to turn them all into plasma storms.
If the game is sold for both SP and MP use, it should work well in either condition. Those arguing that the 'solution' to weak AI is MP are implicitly accusing Stardock of misleading advertising in offering the game for SP use--a valid accusation if the developers won't or can't provide AI that can deal with the complexity. I've only played 13-14 SP games so far (1.181), but I too notice that the AI's use of siege frigates is very far from optimal and that it seems to
Thanks. Didn't you see the big VASARI VERBOTEN sign? Just zoom out and you'll see they all make a pattern .... This time I found a desert next door with 520 xp of guards. Almost ideal since it got me two levels. Sent my two colonists to the space junk first, brought one back just as the Marza and 1/6 LFs (6 to start, but all but 1 had to go home to mama) were finishing off the garrison. You were
I don't understand something in the discussion of defense in the OP. Poster says static defense is more viable on medium or large maps than on small because you're more likely to have time for your own fleet to arrive. But likelihood of own fleet being within 1-2 jumps of the well under attack should be higher on a small map, no?
1.181, SP, Hard. This is the small one where each side starts with a terran plus a volcanic next door, connected by a chain of 9 various non-colonizeables strung out among 3 stars. Halfway along, off one side of the chain, there is a wormhole to a 4th star (no idea what is near that one). Off the other side, a desert. Q: How do long range jumps work--star to star only, or ...? Also, once I have the tech, can I jump straight to an undiscove
[quote who="Cykur" reply="4" id="2442848"]Yeah, like Pbhead pointed out, it is affected by the game income speed and by things like cargo holds -- but not allegiance. Allegiance only affects planet based credit and resource income. I think 0.06 is the "normal income rate" amount, right? I don't quite recall, but it sounds about right for the baseline. Someone who mods and looks at all the source files would probably have to verify it. If you take .06 a
[quote who="CallenExile" reply="7" id="2443627"]ck07' 1, did you reserch the cost reduction and check it's 2nd level? 2, same thing with growth increase. Think it has a 2nd level too. [/quote] Yes. Cost reduction 4% at level 1, 8% at level 2. Growth increase 2% at level 1, 40% at level 2. Since the 2nd level always costs more than the 1st, if the first is not worth it the second is not. Since nobody tried to do the math on
TDN = Thrice-distilled N-triethylamide.
1.181 One thread on economic claculations claims .096 per extractor in the same or adjacent gravity well (presumably at 100% allegiance). I'm observing about .06 at 110% allegiance. Anyone know?