[quote]I wouldn't be so sure...with only one planet you are seriously limited on logistic slots and overrunning your one planet with culture is pretty easy...[/quote] This one will depend on your may layout. Generally speaking if the map layout has fewer lanes then offensive culture will be much stronger and your opportunity to counter-attack will be quite limited. This would be a great killing strategy in such a circumstance. If the map is more porous, culture w
Darvin3
For the most part these are really subtle. Fleet size, physics speed and income speed are the three that have the biggest impact. Aside from slow research speed (which is [i]ridiculously[/i] slow) the other settings are fairly tame and toggling them isn't going to have a huge impact on the game experience.
There is actually a bug that you can exploit to improve pathfinding. Very rapidly give move orders to the affected unit, and it will actually "glide" past the obstruction without turning around and coming to a complete stop. If you start doing this right away, it basically won't slow down at all and will just skirt past the obstruction. This is commonly known as the click-spam exploit, and it would be nice if units always acted this way.
[quote]How did that work? Unless it was an Orkulus, couldn't the attackers just fight/bomb from outside the range of the SB?[/quote] If you use hold-ground fighters with flak frigates in support, the enemy is going to even be able to dent that starbase with a small early-game force of bombers. This gives you breathing space and leaves their only recourse to bomb the planet. At this point, your approach depends on the map layout. If you have lots of outgoing lanes
Back in Entrenchment you stood a chance by getting a starbase operational right away, but without immediate feed that just can't happen in time. If both enemies are nearby and play competently, you're pretty much screwed and your best course of action is to try to delay the inevitable and get a colony cap out of there.
[quote who="Wrath89" reply="18" id="3013028"] Quoting SithLordAJ, reply 16On the other hand, although the Domina is by far the worst, doesnt every race have 1 weak Utility cruiser? Not Vasari.[/quote] The overseer is no subverter. Still a great ship, but not in the same class as its big brother...
[quote]On the other hand, although the Domina is by far the worst, doesnt every race have 1 weak Utility cruiser?[/quote] I wouldn't call the Cielo or Overseer so much "weak" as they are overshadowed. The Domina, on the other hand, is just plain weak to begin with. The Domina as a healing unit will never compare to the hoshiko even with the buffs I've proposed. First of all, the hoshikos is a T3 unit that's well-suited for the early-game and has an
I've always presumed that bombarding then colonizing the planet [i]was[/i] occupation. The presence of neutral militia seems to indicate the planets were already inhabited before you're arrival, and your colony forces are just occupying it.
The hard and unfair will [i]feel[/i] a bit smarter even though they aren't. Their larger amount of resources means they have an easier time balancing their expenditures and meeting their needs, so they tend to be better-balanced as a result. But yeah, in terms of "smarts" the AI is actually the same at every difficulty.
[quote]My suggestion would be to make it combo nicely with a capital ship's ability. Doesnt Advent have one that reduces ability cooldowns?[/quote] Yup; I've suggested [i]exactly[/i] that before. The Guidance ability [i]needs[/i] more synergies, and the Domina needs a rework. I've suggested allowing it to channel multiple abilities simultaneously and then removing its requirement to face its target. This would allow it to continue to "grab" different targ
[quote]doesnt it have to stay still too?[/quote] Yup; its abilities are both channeling, so it cannot move or attack (or use its other ability, for that matter) while they're active. I'm not aware of any recent Domina changes. There's nothing in the patch log .
[quote]I see that the AI has difficulty to deal with starbase...Also, I see them building starbases in area that I can just avoid to easily to defeat their fleet then I send theses torpedo bomber and GG...[/quote] Yes, the AI is both bad at attacking starbases and using them. You can easily lure it away from its defenses, and an undefended starbase is easily neutralized with the right countermeasures. You'll need to play multiplayer to live out a true siege battle in a
Nope, Domina needs manual targeting; its autocast is horrible. Still worth the effort to heal capital ships and starbases, but that's about it.
Used maturely, signatures are small and unintrusive and can be a great way for community members to link to something important to them. Unfortunately, signatures very quickly become an arms race for the largest, most obnoxious banners and images allowable under the rules. I can very much understand why such a feature wouldn't be forthcoming.
[quote]Anyting higher than ~85% migitaion results in unkillable ships, when you factor in passive regen or sheilds and HP.[/quote] If you can put together enough "spike" damage you can break through, but it's going to be tough. At this point, though, the discrepency between regular weapons and phase missiles is so enormous as to be incomparable.
Random small can often work out, but it is [i]very[/i] prone to draws between two equally skilled players.
Probably the best way is to have embargo affect adjacent gravity wells, though I'm not sure if that's feasible.
[quote]but he will build up illums and your destras will have to be in HIGH numbers to really take out that many illums[/quote] I find this isn't as huge an issue on faster speed as it used to be when fast was the norm. Certainly if you begin in a close proximity deathmatch scenario in a 5v5 it's dangerous, but in a more spacious scenario it's entirely possible to jump straight into destras and be ready for the first major fight. In fact, on a random-small 1v1
That [i]would[/i] get the point across.
[quote]I guess the problem is that the Crusader's raw damage power combined with its durability, cost, and build time simply isn't quite as worth it?[/quote] More the short attack range leaving it very vulnerable to Guardians and Subverters, and being countered quite hard by the bomber. Very solid unit if you can micro it effectively and can avoid these things, and for smaller battles involving dozens rather than hundreds of ships it's a very dominant unit-type.
[quote]Though yeah, it seems that nearly everything is in place for this to work. It really should be implemented for Rebellion.[/quote] Post it at every opportunity (that's on-topic, of course) to remind the devs that this is a high priority for us. This [i]should[/i] be implemented in Rebellion, and it would do wonders for both the modding and multiplayer community to be able to share these creations easily.
That's exactly what I got when I tried it over LAN. Sorry, shouldn't have used the term "crashed".
Yes, Sova's embargo is much more effective against a human opponent than against a high-difficulty AI. It's also not too shabby for attacking front-line worlds, since it slows down frigate production. Really, it needs to stop having such a big effect on homeworlds so it can be properly buffed. A well-diversified late-game empire loses almost nothing from having a single planet embargoed, but it's positively crippling for an early-game empire that relies on their
Dunno, I dumped the contents of my galaxyforge folder into my MapDesigner folder, booted up my laptop and cleared out its galaxyforge folder, and then had it join a LAN game hosted by my PC. It was able to join correctly, but when I tried to actually play the map the game didn't load correctly and both players were instantly defeated. I tried a different map, and the same thing happened. Don't know what more to say about the matter.
The only real problem I have is that both the Javelis and Assailant are viciously effective capital ship killers, while the Illuminator is not. This leaves Advent at a tactical disadvantage since its LRF isn't presenting the same kind of threat as its equivalents. In terms of raw strength, it's fine as is, and personally I'd rather the capital ship killing power of the other LRF take a hit somehow to give more leeway to use capital ships effectively.