Which is most unfortunate. They should at least have all the extractors be converted to neutral ones. As it stands now, they are all but inaccessible to anyone. Bye, resources...
vyolin
[quote who="ezeltje299" reply="5" id="3186151"]Don't forget that their capitals get levels out of no where...Atleast that is what I think they are getting, their capitals are lvl 7 and higher and I have never seen them in combat somtimes, while at other moments they got lvl 3's [/quote] This could be attributed to the AI buying levels for newly created capitals. Besides, they do a healthy lot of spanking neutrals and pirates.
As you are probably aware of, the devs have taken a week off, so why don't you do the same and start bumping again on monday. As valid as your point is, the last dozen posts are not. They are more like to cause anyone formerly interested in the matter to just ignore it altogether. Take a break.
I have to digress: Thanks to the Antorak and the Kostura this limit can be bypassed quite easily.
This is quite sobering, to say the least. I feel like opening an AI debate, but then again, fruitless endavour. Thanks for looking into this, though! Have you looked at other things like research and build speed, too?
This shouldn't do any harm, as far as I know. Which is not far... I had modded something similar to this in and tested it by loading a save game with mobile Orkies, worked like a charm. So I think only engine related changes like new weapon/armor types break saves. Anyhow, it's quite a long time until the end of July...
Do you know these merry moments when you wish to get a heart attack? Oh my, I almost wrote stroke *shudder*
Phase Network sharing is tied to being allied with a Vasari Rebel with the appropriate tech. No pacts involved.
You are right, all of this credit recycling doesn't make a whole lot of sense. This also holds true for scuttling of structures and buildings. Most likely it is simply a balance/convenience thing so you don't have to trade in all your new-found precious resources for credits. Although I would very much like this to work your way. Imagine a SttC-user needing to sell several thousand metal/crystal on the black-market to get some credits: Cheap prices for everyone else - BU
Touché! Applying a debuff after jumping is already possible, too. Just like Phasic Strike which is, oh the irony, a Vasari Rebel technology. I wonder why the dev's didn't include it last patch, they seemed quite sure about what to do with the Orky.
In regards to your shields bypass problem: This is a bug caused by a little error granted by a certain Advent tech which is supposed to lower the chance your shields are being bypassed. They used the wrong sign so now it increases the bypass chance on your shields by said amount. A hotfix by Yarlen is available somewhere around as a mod, so this might be of interest to you. EDIT:
Play TEC and have a Vasari ally, or vice versa. If you still want to have an Eradica, that's tough luck. You can still name your units, though... Glad I could help.
They did indeed mention this, but as pointed out numerous times it's impact has to be doubted. Concerning your last point: The Vasari Loyalist still has to make up for his lack of a fully mobile star base acting as an anti-structure weapon. The Vasari have always had the advantage of a semi-mobile star base with above average damage potential and the possibilty of increasing its construction speed in enemy territory, so this point is dealt with to a certain extent.
[quote who="Frostflare" reply="44" id="3185280"] Jump-capable starbases lose 2-4 upgrade slots.[/quote] This was never proposed the way you describe here. The exact idea was to tie Jump Capability to an upgrade slots which woud use up additional slots only this upgrade was chosen. This way a purely defensive starbase would not suffer at all. The unpacking/packing idea is interesting but is as difficult to balance as directly balancing the starbase'
You are right, 2 upgrades less does hurt indeed, and I'm partial on agreeing with you that upgrade slots won't solve the matter. I've focused a bit too much on balancing the Orkulus directly I think. How about approaching this differently: Let the Mobility research impose an additional level of taxation, say 10-20%. Let the jumping ability be a normal stand-alone, one-level upgrade and let it impose another 10-20%. That way a non-eco player would need to keep his fleet at
[quote who="Brazilian_Joe" reply="39" id="3184970"]What about making SB upgrades cost fleet supply for all factions? Then you give TEC and Advent upgrades which give a -1/-2 fleet cost per upgrade. [/quote] And what about Vasari Loyalists? They have no need of starbases as defense? To Seleucia/pbhead: I know 4 used upgrade slots for jumping Orkies sounds way too extreme. But if you let it cost one it has still full combat up
[quote who="Pbhead" reply="13" id="3184858"] mmm, more likely they will be raping basicly everything not a titan. Expecially if you picked caps to synergize well with em, and you did your research right. Flacks are incredibly fleet-supply effective, if expensive.[/quote] I meant a flak-only fleet, so no synergies there. Other than that: Any lame comparison out there would outrun mine so effortlessly that it wouldn't even be funny, so yeah, dumb post
I second nightraven's request for an escort cruiser and general flak capability for capitals, it's overdue. [quote who="nightraven1901" reply="89" id="3183993"] As for the jumping Orky,there should a) be a huge, I mean massive, decrease to its actual speed in phase lanes as well as the aforementioned increased upgrade requirement to help nerf the awesome ability of a combined Orky/titan force.[/quote] Although I like this idea quite a bi
[quote who="candido-" reply="10" id="3184673"]...only belatedly notice my planets going down; even if I do notice, I lose one before I can get auxiliary fleet up. [/quote] So this is an attention issue, not a balancing issue. Do you disagree?
[quote who="bilun" reply="33" id="3184736"] Jumping orkies will never be balanced as long as they can have 8 upgrades, period. At the very least allowing them to jump needs to eat up 2 upgrade slots.[/quote] That is one upgrade less on the combat side. This is not much. You'd have to go for -4 upgrades to see a reasonable effect. Which sounds very harsh but hey, that thing is a monster to begin with.
[quote who="Pbhead" reply="1" id="3184501"]You sir, Are not taking into account damage banks. Your entire post is invalid. [/quote] To beat it to death: Have a look at the base stats of a flak frigate. Build 100 of them and watch them being laughed at, being destroyed or just outright ignored by anything else. Just a thought...
[quote who="Amatiel" reply="30" id="3184365"] Heres how u balance jumping orkies [/quote] You make them a whole lot weaker if and only if you are intent on having them jumping around. By let's say cutting down the upgrade slots of a Fully Mobile Starbase to 4. Voilà, there's a way to go. And I'm totally aware that this idea has been brought forth by a myriad of people before, so I'm riding one of the deadest horses in town. I know i
This sounds all manner of interesting. I concur with you =)
I second this. But I fear the amount wasted upgrades needs to be absurdly high, like 5 slots, to make an actual impact. The starbase on the offense with accompanying fleet should only have 3 combat upgrades available to make it keep either offense or defense capability at maximum, but not both.
[quote who="Cpt_Siddy" reply="7" id="3183475"] I give you the benefit of doubt that you are trolling and not just colossally stupid. [/quote] Much appreciated. Concerning Nano-Leech: All I said was that now you at least don't have to move any capital ships away from this thing in addition to any frigates, since the poor guys may now keep their antimattter. I did not say that Nano-Leech is balanced whatsoever. Concerning the Orkulu