I was reading the Revelation thread and it looked like people really want to talk about Advent's Adjudicators. Some people in the other thread felt that while being able to essentially AoE structures is cool, bombers outperform them for taking out high priority targets (mostly SBs). One person has apparently experimented with giving them a single-target ability, and that got me thinking... Thematically, the Advent are all about synergy (psi-nergy? ok, no more bad puns...).
TheEvidence
Cool, that means it's not something specific to my install. Hope they get enough info to sort it out. :)
Ok, here's what I'm thinking... if we're limiting super weapon numbers, some interesting room for buffs/specializations opens up. I'm thinking superweapons could get upgrades, like Starbases. So you could, for example, buy one of the following: Deliverance Engine: Shield Recharge (Harmonic Wave) Anti-matter Recharge (Particle Flux) Cooldown Reduction (Unity Echo) Novalith could be:
Just sent in my third reproducible crash to the bug trackers (yay!). This one should be reproducible by other people so I thought I'd post the details. Playing as Advent Loyalist, longish game vs. 7 CPU (Normals, this was just a performance test), eventually I decide I want to backstab an "ally" with a little pirate raid... every time I click on "Offer Mission" I crash. So I load up a new game as Advent Rebels, x8 while rushing the research. Same thing. And
I can see in my head one way this Bug might have happened. In broad strokes: Original code: (called when ability is activated) Planet transfer code called on _target_ New code: if( non_artifact non_capital conditions of _target_ met): Planet transfer code called on _target_ <p style=
[quote who="bilun" reply="29" id="3136494"] Honestly I just feel that having ana llegiance drain would be far more broadly useful and interesting then the current effect. it would synergize with advent strong culture, and even when there's no time/advantage to take a planet it could provide a nasty economic hit to the enemy before your fleet flees. [/quote] Oh my god, that would be so awesome. Culture based siege? Sign up me! Maybe drop
Yeah, I put a post up about it, there are probably others too. It's totally broken until (at least) the next patch, afaik.
[quote who="Sonntagshut" reply="58" id="3134376"]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.[/quote] As Bilun pointed out, the problem with "auto-triggering" damage is that it gives TEC (or anyone else doing bombardment) full control of when the damage is applied. If we let Advent "charg
Well, the good news is that since it isn't in Vanilla it should be easy enough to port in the fix... it does beg the question as to why it's fixed in Vanilla and not in the three subsequent versions :P
Would you believe Vanilla is the only version that doesn't have this bug? I just checked Entrenchment and Diplomacy... they both have EXACTLY the same problem with queued caps.[e digicons]
[quote who="bilun" reply="53" id="3133766"] As long as TEC can harmlessly trigger Wail when they have no fleets in the area novalith will have essentially neutered Wail.[/quote] I addressed that in my other post... just bank the dead pop. Problem solved. If the Novalith STILL does too much damage in a universe with the "soul bank" implemented, that suggests a game-wide issue (everyone but TEC has weak bombardment mitigation), not a faction specific issue.</
[quote who="LeoBrok3n" reply="32" id="3132404"] As it stands now, I'm a bit surprised how fast the AI has a Titan. I'm also surprised why having different victory conditions are even remotely needed with a Titan added to the game play. Capitol Ship Victory= Build a titan and send it to the enemy's homeworld Diplomatic Victory= Build a titan and send it to the enemy's homeworld Occupation= Build a titan and send it to the enemy's homewo
[quote who="bilun" reply="40" id="3130996"] You are not alerted of where they are headed though; it would be a gamble. [/quote] Just re-reading the thread today when I picked up on this. It's not included in the alert text, but if you highlight the superweapon alert it highlights the target planet. No gambling required! Pic below shows what kind of highlighting to expect, the warhead and target planet get different highlights. <img s
[quote who="Teun-A-Roonius" reply="4" id="3133243"] Quoting TheEvidence, reply 3Yeah, that's probably it. It's been in since vanilla.Yes, this has also been bugging me since Vanilla Sins...[/quote] The bug isn't in vanilla. The queued ships listing is in vanilla.
[quote who="SithLordAJ" reply="2" id="3132771"]I don't remember seeing this 'queued' listing before, but I could have just not been paying attenti....[/quote] Yeah, that's probably it. It's been in since vanilla ;^_^
This is an odd one. If you end up with wormholes that share destinations (like the pair in this screenshot) sometimes you literally can't use some of the phase lanes. In the above example I tried to use the lane from "Telesio" to the star, and my ships insisted on taking a route through the other wormhole. I tried putting them in different
[quote who="bilun" reply="15" id="3130122"] I don't think this is what we need. Letting the opponent choose the time and place of the damage is just silly. [/quote] If that's the main issue, then bank population losses from bombing. Surely the Advent can come up with a soul battery... engine side all you need is population killed accumulator for each RA gravity well (pretty low overhead) and a check on the total damage to make sure it's
So, this is actually two separate little bugs. Bug 1: When a capital ship is are queued up, that fleet cap displayed for them is in the fleet supply info card is 50 + (Supply For All Active Caps). This
Not only that, but they still seem awfully slow to actually use their heals in combat. :(
**UPDATE** After some more testing, it looks like I can't use Reposession at all. It's always blocked regardless of artifact presence. Outdated: If you try to use ALT's Repossession on a world that has been flagged as having an artifact (not THE artifact for Occupation Victory, just AN artifact, like Manifest Dominion),
Wow, lots of updates here and more on the way? Yarlen could I ask you to pass a message to the dev team? Message is as follows: "YAY." Thanks! XD
Just had a thought during the last game I played, which got to the "build multiple superweapons" phase. Now, if you're happy handling superweapon targeting manually this wouldn't make any difference to you. But sometimes I like to have one or two on manual while the rest are on bombardment duty. It would be nice to be able to lock superweapons on a specific planet or empire, kind of a "fire and forget" mode instead of "just bombard at rand
This may not be exactly what you're after, but there's another solution that comes to mind. Wail of the Sacrificed could be split in to two components, a passive and an active. The passive would inherit the "planet pop death -> damage" aspect. (this would make it more powerful in some circumstances :-/) The active would inherit the "population sacrifice" active. So now if TEC players try to use "preventative" Novalith bom
[quote who="SithLordAJ" reply="6" id="3126197"]Thats not a 'research victory' though... That's more like that wonder victory others have discussed. Not that it's a bad idea... I would very much be up for something of that nature. As for what options there are right now.... turn down the victory speed. Why the AI is going so fast on the research victory isnt due to a bonus to research speed (i dont think they have that), but more due to the fact
Variants would help a lot. Especially if there was a "rare" variant... that would make queuing up 40 corvettes feel a lot cooler, because I might hear the special build announcement!