Shield Mitigation should raise when the number of weapons firing to the ship also raises, not when the damage recieved is higher.
Turin_Turambar
You don't, until Ironclad releases the 1.03 version of the modpack.
I will add to mrlarone's list: -Fleets have their own special AI. Support ships will go behind in the formation, attack ships in the front, etc etc, they can attack something if you give the order and they will come back to the fleet formation after the target is destroyed, and a few more little details.
He means "fast paced aggressive play" as "move the mouse fast and with precision and have a high apm". In other words, arcade skills, which are out of place in a STRATEGY game. Thanks god this game doesn't appeal to Starcraft-type players, i say.
I think the core gameplay of Sins is very good, the RTS-4x game. But after the first two weeks i just don't play it anymore, it kind of died to me. The game needs better AI, better diplomacy, more depth (more specialized ships, or more different races) and more alternative playstyles (try for example to make culture and trade/raiding more worthwhile).
If you need to spam units to beat another spam, instead of using tactics or a good combined army, the game sucks.
The culture system is already fine, it just too slow and/or not overall very powerful in his effects in the game. A boost to the actual amount of culture that it spreads would be the best. Someone could say you can speed up things building lots of propaganda centers in your empire, but in a competitive game you need your resource mostly to build your fleets and attack and defend with them, you can't divert a good % of your resources in something so slow, without inmediate effect and eas
10%? i saw lots of times the AI with around 50% of their fleet wasted in siege frigates.
The game needs both things. -Better AI. -More settings for AI. A "very hard" and "impossible" setting, with cheating AI. The best would be a % bonus to money/resources.
You don't have to kill his ships, but to kill his planets. And planets can't retreat. But yes, you need 2 hours to wrap up a game where it's clear it's won already. In 1.03 the AI can surrender so let's wait.
[quote] One capital ship and a few frigates can take care of pirates pretty easily, especially on a planet with decent defenses. I usually don't even bother to bid against pirates. I welcome pirate raids as I use them to level up my capital ships. Once a capital ship is up to say level 4 or 5 I cycle in a new capital ship and repeat with the new one. [/quote] Jeez. Brad, could you actually read the post? The problem is the AI and
I read somewhere that there are differences between some races. Like, Vasari Missile Frigate makes AntiCapital damage instead of AntiMedium.
Raiding can be be worth it, not becuase you win credits by raiding, but becuase the enemy loses buildings that he has to rebuild later. But it's hard to raid, everything has so much life (hit points) in this game. You can't attack, destroy a few buildings and retreat fast, really.
[quote] Name a single other unit in the game that directly neutralizes a defensive structure, a cruiser-class carrier and best of all a capital ship *AND* does so for cheaper, with a lighter research investment. Cobalt Frigates cannot use their 'sabotage reactor' ability on capital ships for a reason - they're supposed to be powerful, and a mere frigate shouldn't stand a snowball's chance at defending themselves. It takes only one or two flak frigat
Here is a hint for you: don't play FFA. Of course in a 2 vs 1 situation the side with two players will have advantage. But that's Free for all, free to be allied with some players, free to have to call for help to another player, to try to fight everyone alone (or die trying), free to stab in the back another player in the middle of a battle, etc. Play with locked and balanced teams.
[quote] Defenses exist to delay and deter, not to bunker up a planet such that it's invincible. They were never meant to stop a moderately determined force, moreso just insurgents or small to medium pirate attacks, and give enemies something to occupy them until you can get reinforcements there to defend. [/quote] Ok, i understand it, but they are very expensive, looking at their limited effect in the game.
Blair Fraser said: [quote] Its just a stupid design , why give another alien race a mission that is not your ally or your friend , its bloody crazy. It works the other way around - you have to earn their friendship. They aren't interested in your needs, they want someone taken out so they will request for assistance. If you can prove to them that you are useful, they will consider becoming your ally. As you pleas
Spain represent!