[quote quoting="post"] One of the greatest lure of this game that I have enjoyed since 2008 has been that it is a space game that keeps with what a real country can do. You completely ruined that when you cap the Super weapons. [/quote] By the same logic, then please remove the Cap on Max Ship Slots and Cap ships. And the cap on only one Titan! Sarcasm aside, a simple slider on Super Weapons Cap (With default=4) would
jurgensdl
StarFallArmada: Thats really cool! And I really hope they don't take it out... it honestly helps to define the AR, giving them a really cool factor, comparable (not necessarily in strength) to Truce amongst rogues... And honestly, it is only ~1 in a 100 destroyed enemy ships that get resurrected at your homeworld... not th
10% * 10% = 1 % = 1 in 100...
I thought this is how it was intended. In other words, there is a 10 % chance to resurrect a reanimated ship using return of the fallen (In other words, the odds are that every 1 in 100 destroyed enemy ships will return to your homeworld as your new shiny property). In my game I definitely resurrected quite a few enemy ships, but by no means all of them. (However, the majority of resurrected ships were enemy ships... including pirate ships,
Right, so I just finished a ridiculously huge AR game against unfair AI. Here are my new impressions for the AR in single player... So I rushed the Reanimation techs first (Which, for in case you missed the memo, have been moved to Tier 2+Tier3). This move really made a difference, as well as fixing the techs. These two (+ 2 upgrades = 4) techs are probably the weakest of the Free Ships techs (PM, RA...). However, the fact that you can get them so earl
The terrors of a regulated economy... tsk tsk. Join the Rebels, for Liberty!
Laaawl. I love how the two Advent titans look like angry mother-in-laws... The fact that the Discord looks like a dolphin I still need a funny joke for... any takers you creative people you?
I prefer it this way. Just remember, the Titan will continue to build up to the point where you have the tech. Therefore, if you remove one tech center, the Titan will stop at 75% until another lab can be built. Now, if someone is building a Titan at a regular or slow pace, it should matter too much because most likely he already has more than four labs already. The notification for other players is not necessarily too big a deal, since they e
Wow, great plays... and PB, 250 credit/turn, veeeerry nice. Absolutely loved the Rapture play, very awesome. As to the corvette issue, clearly they are changing the opening and early plays, which is awesome - it really needed changing. They also did not really last till mid-game, which is also good... except for one instance where there was a standoff between heavily upgraded corvettes + LoyA Titan=Suppression aura... quite funny!
I feel that Rebellion has thrown certain roles to the respective factions, which will result in 90% of times that faction being played to that role. I mean, LoyTec will always entrench, and RebTec will always go for at least TAR... To not do so, will be missing out on advantages given to you. (And the most fun plays will be those 10% of times when you go against the planned role... :) Anyway, with the TEC this division and new role-assignment is very c
Ok guys, just to clarify here... Traders go from the current trade port to the closest one. Ie, if there is two to choose from, it will go to the one with the shortest travelling time, regardless of the bigger picture, and from there to the closest one after that. In this journey, it will not go to the same port twice, hence why Mr. Haze says: "trade chains do not work in triangles". So if there is a trade port at every system, it will (most likely) end up in a&nbs
Just remember, the AI will probably be one of the last things Stardock polishes before release. Especially for a beta, where features and ideas are not yet fixed - why go to all the trouble to code complex AI for (as an example) how to handle Truth amongst Rogues when it might be cut completely? Right now Stardock has to get all the features implemented and relatively balanced so that the community can bash them to pieces like they do. Then, when the changes
[quote who="Yottsu" reply="6" id="3123447"]Each time an enemy ship is hit, there is a small chance that the ship hit comes under the control of your empire, but this only applies to frigates and corvettes.[/quote] Erm... was this changed in the newest release of the beta? I remember playing on the build I was not looking for last weekend, with a whole bunch of Kodiak Cruisers following me around after a while...
On Mass Communion: My feeling is that this is more meant to be an answer to culture pressure than a boost to cultural conquest. Sortoff a drop-it-like-its-hot type of thing, especially when facing Loyalist Advent scum. That way you can easily throw down 3 culture centres on a key world if you start noticing some serious culture... However, how this fit in with the steep prerequisites, I don't know. To be perfectly honest, I just got my *** handed to me by the AI whilst pla