I'd pay a sensible amount for a special edition. I'm not exactly a collector, but I guess it'd complete the feel of having participated in the beta. I'd need minor forewarning, though. Need to fill up my prepaid credit card first, would hate to be left out because the freaking transaction took a day longer than neccesary again (I feel insecure having money on that piece of plastic, I'm more of a cash person).
mcintire
You had no scouts, no starbase constructors, no colony frigs? If so then that's weird, I got the achievement fine using just caps (no titan), strikecraft were okay.
I'm not. If this works, though, I'll try to make the most out of it until they decide to "fix it".
If you take over an enemy ship it keeps all researches that the enemy player invested into it. I'm not sure if this expands to starbases you would gain indirectly trough a constructor, but I consider it a possibility. Even if not, a Vasari starbase with 3 weapons/4 hull/1 fighters is stil pretty scary (maybe you can even circumvent the 1 starbase er well limit?).
I'm getting a headache just listening... erm reading. Question is not wether it is a bug or intended that building a starbase can grant you a new, free constructor, but rather: How does it influence gameplay? The chance of getting a starbase constructuro from building a starbase is rougly 1 out of 10 (all the math we've seen in that other thread aside). Not to mention you get it at the far end of the universe, in a place unlikely to be where you need it. It is not an i
I just played a game as TEC rebel player and tested out the revised ship backup researches, namely pirates and rebel forces. Before I mostly played Advent, so this was pretty much my fist contact with the revised system. Pirate reinforcements: First off: Being able to call in the pirates from your culture centers seems a lot more reliable and controllable. I like the mechanic. Unfortunately the ability is
I would prefer the AI to be fixed instead of fumbling around with the nova, though. Of course getting the Vasari in for large scale playtesting seems to be more pressing than that, so I don't mind waiting some.
[quote who="MayallCommunion" reply="18" id="3135437"]Exactly my point, which is why i don't understand why 'pro's' rush titans, it seems really dumb to me. I get my titan after I am done fleeting(generally after I get all my capital ships(I like capital ships Yeah, I sometimes just go for my old diplomacy fleet composition now instead of titans. Capships plus small but strong support fleets, secure the front wells with a starbase
Completing something through playing the game normally isn't really an achievement (safe for introductory ones like "win your first game" maybe). The current achievements are simple grind achievements with varying difficulty (win against 4 hard AIs lol). I made a few suggestions for new achivements in another related thread, maybe it's time we turn a thread into a suggestion thread for new ones? Like collecting fun/werid/awesome stuff we managed to do and turn t
[quote who="T-1000LT" reply="36" id="3135520"]When you have 1-2 novaliths per planet and when you have more than 20 planets, you get 20+ supers over place. If they all fire at once into distant system, you will get exactly same spam of supers killing planets population down to 0 + all shields just with single shot from each (that will be 20+ shots to single planet at once). This is where Catch 22 is.... Each novalith kills 2000 planet health (unshielded) and each planet
[quote who="Ryat" reply="8" id="3135525"]The AI does send pirate missions out against opponents. When playing TEC Rebel I had the AI send several to my planets. They arrived and stayed there. That may be the issue.[/quote]If that is the case then we need to fix the "offer mission to pirate factions" research a bit I guess.
In all honesty I found the impact of titans keeping their level not so very impressive in todays SP game. I played two unfair AIs and they kept coming for a starbase of mine sitting in an asteroid field. The level 4 TEC loyalist titan pretty much stayed at level 4 from my 6 Caps and 30 pirate vessels guarding the Starbase, and the Level 6 Advent Rebel titan kinda only visited me once before the enemy ran out of money (given that one gave me a harder time with its suicide ultimate, but akkans
I'm not getting worked up over anything. Its not about the content, but about the tone. When I read your last... three or four posts in this thread if constantly feels like you're yelling. That's not helping. It's also hard to distinguish normal speech and irony/sarcasm in written text and I had my problems guessing just how serious you were in that post, as well. I had the very same problem. I tried to lightly remind you about that tone problem, even put in a
The Advent defenses are weaker in the means of doing damage, but they have the better survivablity. The shield regen from the bestowal ability makes sure of that. Ironcally they are more suspectibale to fighters than the TEC or Vasari ones, but as you said that doesn't make them weak. As I see it the defenses are like that: Advent: Survivablity TEC: Heavy fire Vasari: Disable and whittle down All of them kinda have their own little quirks the player
Advent have a massive buff in firepower in their own gavitywell and have many powerful AOE attacks on thethie ships and starbase. Their tactical structures can buff shields and shield regen, can restore shields on single targets (if you were forcusing on the SB) and regenerate their AM. If they were rebels their titan gets quite a firepower buff when their ships die, they can also attack you with a strong AOE attack. The Advent Loyalist titan can mass-convert your ships and we
How about just ass, then? Cause that attitude you showed there was neither professional nor helpful ;).
If it's tied to assigning a movement order that ends in another gravitywell maybe?
A scuttle timer might be helpful indeed. If the had one nobody could complain about some buffing in other areas (if needed) either. But pirates should only collect on the pirate base to my knowledge, they go back there after a raid afterall... if you are a TEC rebel you can't be raided so they shouldn't collect on your planets either... I could see your enemys being lucky and investing money into a pirate quets for the same planet at the same time, but let's be serious, ho
I'm not sure you ever played versus Vicious AIs. All AIs basically work the same, but depending on their level they get a few cheats to back them up. The Hard AI gets 2x the money per planet you get, the Vicious already gets 6x or 8x. They can level their Cpaships and Titans up to level 6 or 7 and they can build and reseach a lot faster then you can. If his enemies come in with a 100 firgate LRM or illuminator group it's more likely packing more of a punch than
Leveling a Capital ship or Titan does seem to be related to crew efficiency and not to "upgrading the hardware using money", that is what research upgrades do. Of course it seems weird that a new ship with a new crew would initially be more efficient than the previous one. But I would write that off as a matter of having studied the effectivity and backdraws of your previous titan in battle, leading to a better training of the crew. And since training experience can only get you so fa
The AI only starts using aux gov once you start sending lots of krosovs or once you start shelling them with Novas, in which case it'S usually too late. Three Kostura shells, to my knowledge, can clean a gravtiywell from all buildings but the starbase, you fleet only needs to mop up there. That's quite a lot more dangerous than neutralizing a heavily defended world (onless the enemy player is a TEC Loyalist, in which case it gives you a slight avantage when attacking).
You can move out of the amistice radius as well, if the Akkan stays where it is. If it moves along with you you can at least stop the planetary bombardment. Yes the AI behaviour sucks, part of the porblem is th fact that the AI only builds one large Capship fleet, at least at lower AI levels.
I play on maps with multiple stars, too. And I'm used to the way the Ai cheats its way through the game. If you are playing against multiple AIs at once you are seriously outnumbered, not to mention they gang up on you even if they are not allied with each other. Each of them has 6 times the income you have per planet, they produce ships faster and their caps gain more XP/they can buy higher levels for them. If you end up with multiple fronts in multiple stars your best bet is hav
A support carrier is quite expensive as well. Should the ability just be limited to the "frigate" frigates since getting cruisers back is too strong? (my answer is: no) I'm just waiting for what happens when the first player gets a Raloz and builds a TEC starbase with it. If that works and the starbase stays I'll probably go Migrator hunting all day.
They limited the number of ships instead of the number of planets cause it's easier to apply. Give the players a galaxyforge to create their own planets then tell them "only 30 planets per map"? Yeah right. How did that enemy manage to get the 100 illums in the first place? Did you leave it there to build up for half an hour and never bothered to take a look at what it was doing? You have a research that enables you to watch enemy phasejump activity. Even if you can