If it's "just a few squads" I would again like to point you to strikecraft upgrades. Seriously, even if you put 7 bomber-/7 fightersquads on a starbase it's still enough to fend of a group of support carriers and kill the carriers themsleves, no matter where in the well they are.
mcintire
Haha, wait till someone gets the ingenious idea to mine the next sun. That well can be filled with 500 of them ;).
Your cruel AI shot the base with tree or four Novas at once, of course that will bust the pirate base. The pirate base is a regular dead asteroid with some boni, one of them are the 6000 HP without having to upgrade. Amongst other stuff I made a thread some time back about how the pirate base needs a planetary shield to better withstand this kind of spam, especially since AIs tend to focus-fire on pirate bases, for whatever reason.
The pirate base has 6000 HP. How do you oneshot them with a weapon that does 3500 damage?
I wonder what kind of spam the people encounter to beg for starbase AA so much... the 50+ bombers I encountered just now didn't do the enemy much good, or to be more precise, my buildings kinda outhealed them thanks to the right micro. Not to mention they had no carrier to return to on their second run. And at more dangerous numbers (let's say... 100+) you're supposed to struggle to keep the upper hand in your well... If you don't like risk of losing maybe another game would b
There is nothing broken or OP in the superweapons. They work exactly the same way they did in diplomacy. It's just that the AI has heaps of money they don't use on fleets cause they barely build anything and never attack, so they sink all their money into superweapons and try to be annoying that way. You can literally walk through their planets because of that and end even higher AI levels within minutes once you have a sufficient fleet. The AI is probably among the last thing
If you were playing as TEC rebel and researched "truce among rogues" the neutral factions on planets, insurgent forces raiding your planet and pirates become your allies. You do not have to accept that pact. it becomes available automatically.
Erm, I have trouble reading your post Won. To be more precise I'm not entirely sure which part of your quotes are quotes and which parts are cour comments on them. Care to cleanup that post so it becomes more readable? Edit: Aha, thanks
1: Some titans have an easier time taking out large fleets by themselves. The TEC Loyalist titan can pretty much be left alone as long is it has it's self-repair ability available. 2: Ogrovs maybe? Ogrovs deal massive damage to starbases and pretty much kill them in seconds. They are the first targets to take out in an enemy fleet and usually reguire either large numers of strikecraft or a protective fleet. of your own. Corvette swarms do massive damage to starbases, too. They are
Like it as well, seems helpful. Maybe also an indicator on the gravity well indicating directly on the HUD wether your and/or enemy culture is sinking or rising. I have no problems figuring it out on my own wells, but sometimes the allegiance change on enemy planets I'm taking is kinda confusing and I'd like to know if I need another caphsip there or my starbase needs a culture upgrade to push the culture back.
Use auxiliary government on your starbases to keep your planets, all factions have a variation of this research. The AI is borked, it builds ridiculous amounts of superweapons very fast since it doesn'T spend money on fleets. AI is to be fixed once factions are complete I guess. I actually prefer the Vasari and Advent superweapons over the Nova, the only effect versus humans is a dent in the planet and some minor eco decrease... If you compare the effect of on
I like the idea of the bounty keeping the pirates from your wells instead of you bidding on the target. Not sure if it has to be a blind bidding, but the sole concept fits the pirate idea better methinks. If people still want to bounty against players as an incentive to other players to attack them instead of you maybe those could be seperate pools. You can already offer missions to pirates that can be used to attack specific planets of an enemy, you can use this a lot more efficientl
If you take over an enemy ship that is under heavy fire by your forces it might die even after changing sides. You can increase the probability of taking over ships by sending your fleet away or un-toggling auto attack, but you should only do that if the enemy force is weak.
I was serious. The only ones who would know a date for the next beta iteration would be the devs, and the devs will likely tell you exactly what I told you. If you want any further information on why programmers like to do that try googeling "valve time".
I'm fairly sure everyone here knows HW2, including the Devs *cough*. You have a limited amount of logistic slots that is defined by planet type, earth planets can house 24 logistic slots, and every building eats up 4 of them so you can build 6 buildings there. You have to choose what structures you want to place on which planet. Also refineries and culture centers do not have to be placed on every planet to work (mines on asteroids take 0 slots). Defense structures have th
*Hopes for Kol papercraft as gimmik* Sounds really nice. Wow, how could I get three typos into the word "preordered"?
Okay, learned something new there. Good to know for future reference.
When they are done.
You abandoned your colony? What? You cannot do that. The only thing I know that might cause you "abandoning" your colony would be "wail of the sacrificed", but that one should not autocast... I'd like to have more information now. What race were you playing, how many research centers did you have, did you research any high level reasearches yet? How many enemies are on the map and what race do they belong to? What difficulty level are those?
Depends: if both players are Advent they are pitted into a stalemate (that can be broken by placing a capship in your gravity well). If the other player is a TEC or Vasari the Advent culture wins under the conditions I mentioned. The Advent have one more stage of culture research than the TEC and Vasari have, and more additional researches now with Rebellion boosting culture even more.
So those who got the preopred driectly from your store can upgrade again?
If you are talking about a retail box, there has been no confirmation about getting a retail box yet. if you order the game directly from the stardock shop there is the possibility to upgrade your digital copy into a retail one for a small fee later, if they do it similar to their previous releases. If you buy on steam or gamestop I'm not quite sure you will be able to do that.
Every factions have certain advantages in their own culture. Those split into two categories: economy boosts and combat enhancements. The economy boost is the same for every faction, although the Advent can additionally boost this by using their starbase or researching special techs in the diplomacy research.The combat boosts are upnique for every faction, the TEC for example regenerate Antimatter faster in their own culture. The Advent gain more advantages in their own culture then the other
There are various ways of losing a colony early on. Did you kill all the krosov siege frigates in the gravity well? Did the enemy build a novalith and shoot you with it? Are the phase lines changing color, then the enemy might be sending you his culture already.
Certainly depends on the situation, and on the income per second. If you have a really low crystal income you can postpone the crystal research as it creates a meager profit only, go for the metal researches first. If you are facing many easy-to-capture resource asteroids (many asteroid belts/plasma storms and easy to capture planets) it makes more sense to actually set up extractors there and only research the tech if you have the money on the side. The extractors give you an instant-boost i