I don't think you can really liken the races in this game to classes, since they all do just about everything. You listed heals as an Advent advantage, but everyone has them. Shields, same. I think advent have more 'stunlocks' than Vasari. TEC ships unupgraded aren't really any harder hitting than anyone else (actually, their LRM frigate (a ship based on long range dps) is less dps than the other two race equivalents) :P
Durikkan
Ehh, in that one map where you start without a home planet, 1 capital ship and 1 turret was enough to kill all ~10-12 pirate vessels.
In small maps I've never seen the pirates use more than 1 or 2 anti planet ships, so you can finish them off first and then park yourself in a cluster of turrets with your capitals and kill all the rest, they'll have no choice but to come to you.
Pirates don't have shields, or shield mitigation, so they go down really really fast to focused fire.
I've never had the AI 'break' like that before, perhaps it's some sort of strange bug where they forget to actually play.
Yes, but, those people would be slower to develop, because every time they needed to buy resources, it would be 33% more expensive than it usually is. I don't know about you, but by 30 minutes in, I've usually spent several thousand in the black market to make development as fast as possible. He would have more credits, and cheaper access to resources, so chances are, his fleet will be larger than yours. He only has to keep 200-300 of a resource for sale at any given time. As for sell
The way it is now, it doesn't make sense though. It's like having two hardware stores next to each other, they both sell the same hammers, one for $15 and one for $10. However, if the ones that cost $15 are in stock, you can't buy the ones that are $10 next door, but the instant the store with $15 runs out, then you can start buying the $10 ones again from the other store. Plus, if this works in multiplayer, the first person to buy from the black market simply wins, as he can put thos
It feels a lot lower than that, Since release, I've explored about 70 planets. Of those 70, I found around 4 specials that were revealed by exploring and 0 artifacts. I don't even really bother with it anymore.
Edit : -- Even with 11,000 credits it can still buy in lots of 25. But I'm more concerned with that weirdness with the black market. It seems really weird that the ai is forced to purchase the 400 credit crystal that I'm selling instead of the 300 credit crystal I can buy.
This is definitely an issue in single player, though I don't know about multi player. You can put up resources for more than market price, and the computer seems forced to always buy them first. I.e. Crystal starts out at 300/200. If you instantly put up crystal selling for 400, the computer will buy all of it eventually, even though the 'market price' is still only 300 credits. I hope this just the computer playing stupidly, and that other players aren't forced to buy a player's goo
Were you looking at the graph of total accumulated or total available?
Summary: Trade Hubs = Credit revenue based on your total number of trade hubs * the maximum distance between any two of your hubs Refinery = +% resources for the system and surrounding systems. There is a cap for refineries affecting a single mine that is race dependent. Culture flows out from the culture buildings, pushes against enemy culture, and raises influence. Having an uncontested culture building will increase all outputs by 10% from the default level, and cu
In the screen where you set the amount of resources and the research speed, the top option is lock teams. If you lock teams, the teams can not possibly change. I.e. a 2v2 stays a 2v2, or a ffa stays a ffa.
You could also lock teams so that it stays a complete ffa and no one can work together - that's what I do.
[quote] So what happens if no players take a bet for pirates (aka: everyone is at 0/tied) ? Pirates just choose a lucky card? [/quote] If no one has ever bid, I think it is slightly random. If there has ever been a bid, they retain that target even if all bids are 0.
The gas giants thing is a little weird too, I've had a gas giant extractor in the heart of the enemy empire, and yet, I still get 100% of its income.
[quote] 4) Make the upkeep costs scale. If I have researched the highest level of fleet capacity, I always suffer the 75% upkeep penalty, even if I have 1 ship. Just because I can support that many ships doesn't mean I am supporting that many ships. Each level of fleet capacity should apply it's upkeep costs only if you have that many ships. For example, if I research the first level, it only takes effect once I build a ship that puts my logistics over 100. [/quote] <br
I think it just gets set to 100%, because there is no 'modifier' to adjust it upwards or downwards, so it just comes out at 100%
[quote]There is no "perfect" gameplay dynamic where there is the theoretical impossibility of a stalemate. In your scenarios, you have constructed two perfectly matched players who have equal amounts of skill. They have fought to obtain equal areas of the map. They have equal economies, equal positions, and equal "will to win." Neither one refuses to call the game a draw, both want to keep butting heads. What's the problem? Doesn't the same thing exist in chess (ever heard of stalemate)? Doesn't
If you're taking over a planet by culture, as you know, as it's influence gets lower, the output from the planet and extractors gets lower. However, if the influence his 0, and the planet becomes neutral, suddenly all of is extractors in that territory go from 0% efficiency to 100% efficiency, and stay that way until destroyed. Is that a bug or just a really weird design decision. I don't understand why you losing control of a planet under culture conflict should be beneficial to you
The really strange thing is that it's actually not a huge disadvantage to lose a planet, which I don't really understand. If the planet is more than 2 jumps from his homeworld, losing the planet will cause all the metal and crystals he gets from the planet to increase. Or if he had only 30% culture there, losing the planet would cause his extractors to start making over 3 times as many resources. As far as I can tell, losing a planet causes you to lose credit income, and the ability to build
I would recommend locked teams to prevent the enemies from possibly allying against you.
If you love capital ships, a force of 4 --- 2 Kol battleships and 2 of the ones that repair shields is a mean mean combo. The reason for 2 shield caps is that if they decide to attack one of the shield capitals, the other shield capital will just keep it in good shape.
[quote] I personnally salute Iron Clad boys for this AI, is its truely ingenious, even on normal. I dare say its even better then the AI on supreme commander (but that AI cheats so its not the same) [/quote] I hope you don't mean the AI in vanilla Supreme Commander, it was terrible. It would build hundreds of t1 units until it hit the unit cap, and then it would do nothing until you attacked it. Half the time it would never
I had it at first, but then rebooted and it hasn't had a problem since.