All Titans get two ability points when they are first built, and another two for every level they gain. A Titan at level 10 has 20 ability points, no more and no less than that.
mcintire
Wierd, I didn't find that strikcraft effectivity increased by any big margins. All factions have an ability that helps in some way against strikecraft installed on their hangar bay (especially TEC and Vasari, but Advent get help too with increased numbers in strikecraft and powerful passive shield regen), and a starbase in a neutral well should not be left on their own anyways. Not to mention that corvettes can now cheaply counter strikecraft at tier 1. If the starbase was to gain
If you still have a safegame where the ship was stuck that would help. even an autosafe would be fine I guess. In such a case it's easier to look at the situation instead of trying to guess how to reproduce it.
Annoying construction announcements? But I love hearing "behold my creations" for the 1000th time in like 50 seconds whenever my desert production plant is running on full steam. On a more serious note, if you could decide on the battle chatter level in one of the options menus (disable certain notification types etc) that'd be a help, my friend likes the Advent very much, but doesn't play them very often cause of "that annoying bitch and her Verona Feldbusch vo
I cannot say, the wells I tested it on had no ships residing there safe for construction frigates, and I missed to search for them to check. It does say it damages everything in the next gravity well, so I figure it would do the same to ships and starbases (silly AI not building them. They won't portect the planet from my assault, but at least it would look like they tried). Maybe the Advent rebels could infuse their planet with some additional population using their colony frigat
After some mayor testing I found that the AI started acting a lot like it did in diplomacy starting with the level unfair. It plays a lot more agressive in 1on1, although it still hestitates a lot when trying to get to a heavily defended planet. Unfair is also the first AI I encountered to actually build frigates, anything below barely builds up all its caps (unfair actually filled all fleetpoints, wow did that bugger struggle against me. 70 Ogrovs hitting my starbase ftw). Judging fr
Lategame I actually find the impact of population income pretty meager, a long traderoute and a few trade-starbases are more efficient than most planets (of course losing most of my pop on my homeworld still hurts). While the Nova disables trade income on the planet it hits it doesn't shorten the traderoute. A few good hits with the vasari superweapon kill your tradeports on that world, cutting your trade route in half instantly. That's also quite the impact. And the delivarence, whil
Wail of the sacrificed is evil, as in sinister evil. Use it on a terran planet at the border just as you jump into the neigboring gravity well, you will just have to mop up. The only reason to wait for another charge up is if that planet actually connects to multiple enemy worlds (you can even keep the planet if you have aux gov on your starbase). I agree, though, that the ability needs a little much patience, especially if you just conquered the planet you want to use it from (a TEC envoy he
On the left side you have this nifty overview window that shows all your planets (called empire tree). It usually jumps to the planet you are fighing on, so you can use it for micromanagement. If you minimized the overview of that planet you need to maximize it again, also select "group frigates" in the upper leftern corner (othewise it's too clogged up in large battles to be used effectively) and select those ships that you want to use for attacking the enemy hoshikos. Then left-click on
You are "forced" to do quite a lot of things in all RTS games. Building troops, securing resources of all kinds etc... To take a game of "comparable" scale I'll go with supreme commander (1 or 2, same deal in that compartment). In order to protect your base from lategame nuking you are forced to either build nuke defense structures or rush to the location of the nuke silo and blow it to bits. In smaller scale games there is a smilar problem, let's take a look at C&
Unity mass has a base damage of i.e. 1000, and every ship around the titan increases that damage by i.e. 20. That means if you have 10 ships surrounding the titan unity mass does 1000 + 10x20 = 1200 damage to a single traget. Personally I find a combination of that suprression ability and taking over enemy ships a lot more valuable than unity mass, that ability only really shines when the titan has a massive fleet coming along.
Aren't the ones in front of the titan just for bombing planets? I'm plenty sure I saw them being used for that... Edit: lol, started up my safegame and took a look at the titan out of interest, had overlooked the rocket-pods on the first and last cannon-emplacement on that armor. Till now I tought it only had pods on the two middle ones.
Myself in another superweapon thread (wow all those double threads are really annoying) [quote who="mcintire" reply="7" id="3123228"]I dunno, I set up frontal starbases pretty fast, then follow up on the planets behind my lines. I usually have all planets equipped before getting the first warning. As for being expensive: TEC starbases can house lots of tradeports and frigate factories, Advent ones can spread culture and imporve the planet's allegiance. That's more than ehough
That was a joke people... seriously, I thought the smiley at the end was indication enough. As for PVP, I doubt an Advent player would actually try and go for mass caps while his enemy builds up a fleet of cheap and nastys. I'd probably try a combination of Carriers and Corvettes to counter, corvette swarms are cheap to produce and annoying as hell right now.
Like hell they are. If the AI can use them and win I pity the fools who cry and claim they are weak, cause it only proves they don't know how to play. :V
I dunno, I set up frontal starbases pretty fast, then follow up on the planets behind my lines. I usually have all planets equipped before getting the first warning. As for being expensive: TEC starbases can house lots of tradeports and frigate factories, Advent ones can spread culture and imporve the planet's allegiance. That's more than ehough reason to have one of those in each of my wells anyhow. As for the Novalith ruining my income on certain planets, yes. But the Delivarence do
First of all, unless you modded the game you only had 14 capships. Secondly, in their own culture Advent (both Loyalist and Rebels) gain massive buffs to various attributes like shield strength and firepower. If you fought them in their own culture just sending in capitals and a Titan won't do you any good. Third: Did you just tell your fleet what ships to attack first or did you also try microing their abilites? Capital ships are a lot more effective if you disable abilit
Can't put a starbase there spam some culture goodness from that source? Edit: Didn't notice neutral worlds would do it (never had the case where any neural worlds would be left). Wonder if the case is just that all planets spam the culture (in that case if you took down all your temples your planets would start spreading it, too :p)
Auxilary goverment... all starbases have it. Try knocking out an Advent planet with that setup just with superweapons and a small fleet. The shielded structures alone usually prove to be too much for the attackers to bite through.
Sure it was just the neutral culture output? If they have occupied enough other planets with reseach centers and fleet factories they just put one tradeport on the next planet and fill it up with temple of communions. Seen Desert planets with 7 to 8 of them, pushing back that kind of pressure requires your own temple or some military intervention (aka "blowing shit up").
Yeah, on the victory screen I always notice how my available money is close to zero while the AIs all have several 100,000 credits available (same for metal, crystal). Means it cannot be a monetary issue.
The titan is meant to be another way to break the trench. It's effective at that, but from my experience it's far from a gamebreaking unit. Losing one doesn't mean much, given you haven't spent all your resources into the titan and neglected setting up everything else (this also got you killed in all previous versions). If the titans had to level from the beginning again we'd probably see their ultimates less on the battlefield and people would be less reckless with them,
The Novalith does 3500 damage if you haven't researched anything to mitigate bombing damage. It does 2975 damage to advent after having researched the bombing protection upgrade. It should be similar to the Vasari. A fully upgraded planet shield (TEC) reduces the damage to something around 750, making it a viable alternative to Starbase protection in small systems and on planets. Note that an enemy building a Novalith seriously weakens the planets defenses, making it easier for yo
[quote who="RHEmpire300" reply="4" id="3122987"]Rebellion is in beta right now, and I think the devs are making easier AI because they were a little insane on diplomacy, even on easy they can be a real pain, so I think they should be easier for exercise to get prepared for higher levels.[/quote]Easy AI a pain? Lol, anyting below "hard" I considered a snack, as in "I don't play against you unless I want a guiena pig to test something". Unfair was the level where the fun started when playin
Thanks to the reduced effectivity of AA weapons on Titans bombers now do horrible, horrible things to them when in sufficient numbers. My Akkan or Progenitor would basically the only thing needed backing up my defensive structures even versus higher level Titans. While playing offensively carriers and carrier-Caps are the way to go now, circle the gravitywell while your bombers wear the Titan down or take some battleships with you and face them directly. I don't really need Ogrovs to kill