Yes I confirm this ! :) The Destra fix in fact did make it in beta 3 ! Just checked it, the Crusader supply is at 10.
in-the-sun
I add my feedback about the memory/cpu usage changes, as this was one of the primary goals of this patch and there doesn't seem to be so much feedback about this, though the ones I have seen were all pretty good. Having just bought a new (good) computer, I have tried a huge map with 9 AIs, went to late game and the perfs were very good, I checked memory usage often and at all stages of the game, it was a bit under 1,3 Gb on average and never exeeded 1,4 Gb. I got some little late-game lags on
Glad to see a new expansson and waiting for the beta today ! :D I report another little issue concerning targetting of fighters and phasic trap . I know you just said you weren't planning to work on AI and targetting, but it is possible that this particular one is easily fixable, so might be worth looking at it... Also, do you plan on fixing the (apparently) specific Domina's Suppression bug ?</p
I found another specific issue concerning targetting that's a bit different from what we've seen so far, concerning Phasic Trap : When strikecrafts get caught in Phasic Trap, fighters that were attacking them do not change their target and continue turning around them like they are trying to attack them but obviously can't since the strikecrafts trapped are phased out and invulnerable... Depending on how it has been coded, there might be an easy fix for this, since generally,
Concerning strikecrafts, it might be a good idea to reduce their longevity after their carrier is destroyed. I don't know exactly how long they stay currently, but it feels like they have plenty of time to continue destroying things...
[quote who="SithLordAJ" reply="417" id="2893687"]Put another way: if you turn off auto-cast and do it yourself, do you have issues? If you do, then I apologize and this is something different.[/quote] You are right, there's no problem if autocast is off. The thing is I don't know where the limit of the modding possibilities is, and didn't know that particular bit about the targetting AI, so I was originally wondering if it could be fixed by a tweak on the ability file...
[quote who="SithLordAJ" reply="414" id="2893648"] This is a more general AI targeting issue[/quote] I hesitated quite a bit wether posting this here or there... It's true for transfer antimatter, it suffers from the general targetting problems, but steal antimatter in fact is good when multiple Disciples target the same ship, until it has no more AM. I have no modding experience, but from what I've read so far it seems that the steal antimatter part should be fixed by adding a co
I suggest, if possible, tweaking the Disciple vessel "steal antimatter" ability to stop targetting the same ship when it has less than a certain amount of antimatter (I suppose 25 would be good, as the ability steals 25 AM). Currently, on autocast, all Disciples use steal antimatter on the target they are attacking, even if it has none left, at which point it becomes kinda useless... The other Disciple's ability to restore antimatter also suffers from the general targetting problems, you
[quote who="LikeTheWhirlwind" reply="2" id="2893609"]I think a simpler solution might be to add another AIUseTargetCondition that prefers targets that don't already have the buff/debuff in question.[/quote] Well I don't know the details, I'm not sure if I understood it well, does what you suggest fix that problem which particularly affect with ships with abilities having needToFaceTarget true ? Would that stop a ship going to use an ability when it realizes (after it had decided to
[quote who="Ghost1-_" reply="402" id="2893056"]Help me! I want to play regular diplomacy online but I can't now because I installed the two betas...is there any way to revert back and play diplomacy online again?![/quote] If you want to be able to keep trying beta and playing regular diplomacy, without having to update each time from Impulse, you can do that next time you want to switch : copy your current Sins directory (beta or not doesn't matter) to an adjacent dir, rename the copy
The pirates also have no mitigation since they have no shields. But they have high armor to compensate...
Yes there are targetting problems, and they aren't specific to domina, but the nature of the abilites of this ship make it probably the most affected by these problems... Currently having more than one domina and leaving them on autocast is no more effective than having only one. On top of that currently there is a Suppression bug that really doesn't help even when you want to take the time to manage them manually...
[quote who="SithLordAJ" reply="363" id="2892236"] Actually.... if dominas did grant mitigation/block vs phase missiles.... and you used them on guardians... and your guardians shield protected your whole fleet... would it not cover your whole fleet with protection from phase missiles? and it would make dominas very useful vs vasari with that added benifit of shutting down ships[/quote] That sounds great to me :), they would grant the whole fleet a portion of the phase missile blo
I like GoaFan's idea of adding a phase missile block to the Domina's Perseverance. :)
[quote who="Havok_357" reply="337" id="2891778"]Also, remember phase missiles take some time to research. The other weapon upgrades for the vasari capital ships appear later on in the research tree; while Advent have their laser and beam upgrades for caps early on. Phase missiles is all that the vasari caps have, to start with...[/quote] This is not quite true... Phase missiles are way cheaper and faster to research for the benefits they give than the Advent weapons upgrades
[quote who="badken" reply="5" id="2891502"] If we are really expected to fend off pirate fleets of that size even on normal difficulty, I guess I can put this game back on the shelf. [/quote] Really the pirates are not that hard to deal with. I recently tried a game where I wanted to see which "only static" defenses would allow me to defeat the early guarded 26 ships raid. I was playing Advent, what I tried is 2 repair platforms, one hangar defense with bombers (for the Corsairs)
[quote who="SithLordAJ" reply="311" id="2891200"]the DE already gives a mitigation bonus due to the culture research you have to do to get it. It's powerful and helpful in it's current form, just not enough to be worth the extra research, money, and time. [/quote] Yeah I know that, I was suggesting an additionnal bonus...
Yeah absolutely this is the general behaviour of the game, so for example to use subverters' distortion field effectively, select your group of subverters, bind them to a selection group, disable autocast. When the fight comes, you can select the subverters rapidly with the key you chose, press z to use distortion field with the first stilakus, click on your target, press TAB so you sub-select the next stilakus, press z again and click on another target, repeat until you have used all the sub
I personally like the idea of the Deliverance Engine being not very useful used alone, but help a fleet on a fight, this adds to the Advent synergy. So I like the general idea of culture boost and damage bonus, culture boost removes the opponent's culture bonus if you're on the offensive, gives you your own bonus, plus a bonus damage output. It sounds cool to me, however this weapon is probably the most expensive to research, and the only one being on a civilian tree, so having it wil
Well, in fact I am pretty sure this is just because when you select a group of units, and order an ability from the action grid, you only order the sub-selected ship of the group to use this ability. If you order a move, they all move, but if you order an ability, only the sub-selected ship does it. So this is why only 1 hoshiko uses its ability. You can see this behaviour on many other ships, and also by the fact that when you select a group containing multiple types of units, the ab
[quote who="Yarlen" reply="294" id="2890715"] We actually didn't touch this portion of the Pirate raid code at all. It's based on all the things happening in game - trade, fleet points in use, number of settled planets, etc. [/quote] Yeah I saw you said that in this thread before. However, it does feel like it gets higher quickly than before. I had that feeling on every game I played with pirates on. Weird...
The Advent Defense Vessel supply points are currently wrong : 5 instead of 4. Quickly checked all the other units supply points, seem fine. Didn't check credits and resource cost though...
Well while saying "early weak" raids, I also mean that it's not cool to get a 26 ships raid if there is only 250 bounty on you, while if the bounty is at 2000, you get the same raid... Maybe the 250 raid should be weaker than the 2000 one...
I also find the early pirate raids may be a tad too strong. Don't get me wrong, I'm not saying they are very hard to deal with. I just tried something though, wanted to see what a minimal pirate raid would be, I played against an easy AI, without placing bounty on him, and, since it's said that the raid severity is affected by the expansion status, did not expand at all : First, the raid stength basically never stays at "low" until the first raid is launched. It always steps u
I tried the starbase on star with trade upgrades, works fine ! :) That can make a nice income boost for a TEC, expensive to set up though...