[quote who="Franco fx" reply="3" id="3558807"] One possibility is to add free tactical speed to the fighters and escorts that would make them very hard to hit (they must be made harder to hit). I get tired of nerfing things. The Weapons in general and kinetic in particular, are already under powered imo. I am in full agreement that the fighters and escorts should be able to take out an occasional capital ship, with powerful missiles and beams that can overcome their HP with nu
capwdg
Exactly. It would be nice if torp cruisers and the like would auto fleet with ships of their own type though.
Exactly. Now just have to see if a dev notices this...(if they are not already aware)
When a ship with a toggled ability is captured, that ability is locked in whatever state it was in at the time of capture. Specific example: I was playing as the advent loyalists and having a jolly good time of capturing enemy fleets with the titans subjugation ability. I noticed some Vasari Sentinels that I had captured were stuck in their discharge phase missile mode, rendering these ships permanently immobile. I'm not sure if this issue exists with other methods of capture, but
I simply use the arrow keys for scrolling. My LAN friends always wonder why my user actions stat is 2-3x higher then theirs [e digicons]:-"[/e]
[quote quoting="post"] III. Culture still isn't very good Even with the huge tech benefits the advent loyals have, it's still too easy to defend against culture once the enemy has access to culture buildings of their own. The 2 ranks of zealous worship required to be taken before Confluence of the Unity is researched delay the advent loyal's actual culture advantage too long(think of it this way, for the cost of zealous worship+confluence th
This is by design. Non front-line units like torpedo cruisers, scouts, and planet bombers will not auto fleet. My simple solution: Alt-click torpedo cruiser -> create new fleet. Hold alt shift if making a mixed group. I usually have my main combat fleet and then a separate "Support" fleet with torpedo cruisers / planet bombers to do the clean up.
[quote who="cue6768" reply="12" id="3108682"]That would still not fix the Artefact planet bug [/quote] The devs would have to make the fortified planet immune to Truce amongst rouges and the like. They are aware of this issue and are working on it. (I think)
I have a proposal to deal with unconquerable neutral militia planets for TEC players that get truce amongst rouges. Culture. If your culture dominates the grav well and you can keep that culture for a couple minutes, the neutral colony simply joins your empire. (but only if you have the truce amongst rouges research) Or maybe even make a new tech, call it friends amongst rouges or something and make it 1 or 2 tech levels above truce amongst rouges and have this new tech give you
GoaFann77, I like your idea about the factions having inherit differences from each other right out of the gate. This reminded me of the different generals from Command and Conquer Generals: Zero Hour. For example, the air force general had way better planes but no tanks, or the tank generals tanks were cheaper / started out at higher exp. I think the sub factions need some permanent small differences to help differentiate them from each other.
It would be cool if there were more formation options in the tactics screen. Something like capital phalanx or square formation or whatever... Anyways, I usually end up having my titan in its own fleet, and the rest of my ships in another.
[quote who="Yottsu" reply="10" id="3100458"] Do not forget - those boarding parties are TEC specific - doing this method will put the other four factions at a disadvantage. Do not get me wrong, it is a wonderful idea, but the Advent and Vasari need something similar.[/quote] Ah bummer, I was assuming the other races new cap ship would have similar boarding abilities. Looks like they are each getting a second battleship type. Humm, I could see the advent having some
I like the idea of having a button on the HUD to call the pirates when they are ready. Maybe even have it so when you click a button, you then click on on of your grav wells to summon the pirates there. If the ability to dictate where they show up is too powerful, perhaps make it so they have a chance of appearing at a neighboring friendly well instead or a 1 or 2 min. arrive time counter. Oh, and another thing, should you be able to "save up" additional pirate fleets (
I don't know about everyone else, but if my titan explodes because it tries to phase jump away because its too damaged... that would just suck. A death resulting from these injuries when they are intended to get the titan back to base for repairs sort of defeats the purpose. I do like the idea of corvetts having a niche role against titans, because as it is now they are very weak. I had about 75 corvetts flying around and I felt like an equal supply of LRMs or even cobalts would h
OK, great update, but a few problems still. Here are some that I noticed after playing a bit last night: 1) Beacon of hope description says it provides +1 presteige, but it actually produces +10! The result was a population explosion. The Palace suffers from this as well. 2) After a group of 4 peasents leveled up from lvl 1 to lvl 2, thier Max HP got buffed, but thier current HP remained the same. The result was that suddenly the stack of 4 was now a stack of 2 in the next bat
[quote who="Darvin3" reply="3" id="2760018"] You can build as many trade ports on the same planet as you like, the important thing is picking planets where you don't build trade ports. The idea is to create artificially long trade routes, which boosts the income of all your trade ports. Traders take the shortest route available to them, while passing only through planets with trade ports. This means that if you build a trade port that creates a shortcut through
Limited edition just came today for me
[quote who="Simsum" reply="29" id="2768923"] Quoting capwdg, reply 27 I agree, the stack mechanics are messed up. why do groups of units have thier defence sumed? They don't. Each individual makes it's own attack & defence rolls. Unfortunately the way units with more than one individual calculate their individual attack & defence ratings is currently screwed up[/quote] Ok, this makes sense now. It was hard to tell what the original
[quote quoting="post"] 4. Stack sizes I'm not sure if there is a limit to stack sizes but I think it might be 12 at the moment. Tactical battles don't even seem to be able to cope with this many because there will often be a unit or two next to the enemy. I'd suggest reducing this number to 8 for wandering stacks but allow 12 or 16 for stacking within cities to help bolster defences. There should also be a static defender in each city who's capabili