I saw a similar bug, but the ships were really messed up; I could see the ship in the ship list, but it wouldn't appear in the hexes. It would also be in weird spots in the battle viewer (like behind the enemy). Also, it would crash the game if the duplicated ship was decommissioned/destroyed. I don't know if it was the same bug though, it was in beta 5.
Icrushthee
by losing every war... badly. Suicidal difficulty with all the AI's possible on a medium map. The Yor declare war early but I'm able to hold them off for about 40 turns with massed crappy ships. They have to run through the Krynn too thankfully, so I never see transports. Eventually they brake through, but I am able to sell most of my starbases to the Iconians for sweet techs (they're friendly and strong), before they're destroyed. With no shipya
Ok I just figured out what the projects do, they're not bugged. Still haven't seen the 'culling project' though.
Never mind I just figured out what the new projects do lolz...
The only ship they seem to build was my cargo/sensor ship.
Can that command screen also adjust sliders? Its a lot more clicks if it can't and I spend a lot of time changing those every turn :(
I've found that in order to build up my research or wealth planets I will often set the sliders to half manu and the other half res/wealth (or something like this). Once built up I will then go back and reset the sliders to 100% res/wealth. This gets really tedious when I unlock a new building (farm, moral or res/wealth), and have to cycle through all my colonies and reset things to 50/50, just to set them back to 100% a few turns later. What I propose is that unspent manufacturin
So the research project is supposed to give me a 10% boost to research right? For some reason, on my manufacturing planets, it gives up to 470% if I set my sliders to 50/50/0 (manu/res/wealth). But if I set the sliders to 0/100/0, I get 10% which actually ends up being a lower overall amount of research. I've also noticed that if I unlock the malevolent 'culling project,' no new project shows up, although I do get the boost to production.
I think the AI right now is playing really poorly. I've played several games now on tough (second hardest) medium map, and by turn >130 the AI's power is really low compared to mine, and I'm not even trying to maximize it. It seems like they have very few warships, and low tier weapons. For example; large hulls with less than 20 attack... My defenders have more firepower, and I can crank those out in 1 turn easily. I'll try one on the hardest setting tonight. Last t
Hello. So the battle view still crashes and locks up very often (before the battle starts). My entire comp becomes unresponsive and needs resetting. It's not a reproducible bug or anything; once I re-open the game I can view the fight if I want, but the next one kills it again usually. I haven't gotten to an invasion yet, the ai is certainly giving me a run for my money now, which is a good thing :D Another bug I found was that I am unable to destroy a c
I use huge hulls... So i got a lot more than 9 fighters. I had to use guardians (3 ships per component - they use kinetic) instead of the fancy interceptor tech (which becomes 5 per component - they use missiles). It was a lot of fun to see like my fleet of 4 carriers unleash something close to 100 lil guys with kinetic weapons. I don't recall the damage per guardian, but it was impressive (max kinetic weapon tech). I actually lost several capital ships, since the guardians were a
Thanks for the replies. Regarding interceptors, I don't think they use the weapon techs very efficiently for the most part then. When my kinetic weapons were nearly maxed out they would still have abysmal kinetic attack ratings, but guardians interceptors were doing great. Anyway, I hope we can somewhat control the interceptor/guardian designs at launch. For the most part it doesn't really matter because I can steamroll the ai on the hardest difficulty, but eventual
The pro's and con's of each weapon was probably discussed in the dev steams, and so I'm hoping someone can help me with this. For now it seems that beams are inferior to kinetic and missile weapons for 2 big reasons; interceptors/guardians won't use them, and they don't have the upgraded prototype version. Additionally, missiles have greater range, and kinetic weapons fire faster (from what I remember), but do lasers have a dynamic to be used/taken advantage of? I
So the battle viewer looks great, but I`m having problems controlling it. Cinematic won`t give me a good idea whats going on. The top-down one focuses in way too fast, especially when I`m using a large fleet. My ships are shooting at/getting shot by stuff I can`t see. The free cam is impossible to control, I must be pressing the wrong buttons or something, its not very intuitive imo.
I'm pretty sure he didn't. I think he/she was saying that all ships should stay behind starbases when engaged, not just support ships. And ya, I agree with you guys.
Will there be starbase modules that protect planets against invasions? Or raise there defense?
Any news regarding the ridiculous influence 1 turn win by the Iridium? edit: erm, ya what the guy just said before me :P
It is really annoying for the colonization techs, although I feel that there are other problems with the extreme colonizations to begin with. Usually the Yor just take all the barren/frozen planets anyway, regardless what I do. By the time I get to the radioactive and toxic planets it doesn't really matter. This would obviously change if I set the extreme worlds to occur more frequently, but whats the point since most of them will be stuck at half production anyway right?
I like the specializations, makes things unique and tough. Especially if you are the only one researching 1 type of weapon, you wont be able to trade for the other techs. I wouldn't be opposed to a late game tech that allows you to go back and finish other specializations though.
You guys think this is Iridium specific? Happened to me too with those guys.
I was playing a medium sized map, things were going alright (turn about 110, hardest difficulty) when suddenly the Alterians got a 6 or so tile boost to their influence in 1 turn. Ok, no biggie... About 5 turn after that the Iridium instantly controlled the entire map in influence, and I didn't even know where they were. I 'fow' and saw that they only had 3 planets (not even their homeworld by the looks of it!)... Next turn I started losing colonies. When I reload the same
Hello, great stuff! Does Tactical speed do anything apart from how fast you move in to attack? Such as evasion? I find it best not to have fast ships unless I'm using kinetic weaponry. What does Maneuverability do? Influence evasion/speed? And will there be components to enhance it? Thanks!
Well I feel silly, I remember reading that in the patch notes and not knowing what it meant :P
I honestly think the constructor rush is a design decision. The game wants you to choose between rushing colony ships for planets or rushing constructors for resources. You can always go pragmatism ideology and get both (you get 3 free constructors after colonizing like 1 or 2 planets). Either that or play on larger maps?
Bug: So I'm here to report that my entire fleet, starbase and interceptors, very suddenly, cannot aim for shit. Background: I'm not doing so well vs the altariens; they are sending 1 ship fleets (100 damage ships) but I'm fighting with superior numbers plus a support ship at a starbase so I can afford the trades alright. I trade for carrier tech and everything goes to crap in 5 turns (no attack meanwhile). All of a sudden I miss every shot my fleet takes, and this is now w