Well, after a few games with Entrenchement, i noticed the AI seem to build starbases way too early in the game, and tend to have quite a few all over the place. The problem is it build them before having a good fleet, and sink way too much resources in them while not having the economy to upgrade them properly. In my current game i destroyed at least 3 starbases from a hard Vasari AI that has only 5-6 planets... Once the starbase is gone, it has very little fleet to oppose my fleet.
Foraven
I don't think it would be too much to have a maximum number of targets for the missile barrage. On other hand, i would really like it if the ship would not interrupt itself by moving or picking a new target...
Speaking of fleet, is there a way to make ships join a fleet manually without creating a new fleet containing them? Arranging several fleets get quite tedious when i have to recreate new fleets all the time...
Great mod you have Ordian! I think your tech tree makes things a lot more ballanced, and i like it. The choice of strike crafts give some flavors to the air war too. I have a comment though : the pirates are useless, even more with your tech tree that makes players ships nearly invincible to pirates. I would suggest you allow the Pirates to improve it's tech, or give them some weak shields with mitigation so they take a bit more efforts to swat... I believe in the earlier version of t
[quote who="Astax" reply="4" id="2109074"]LRMs damage relative to their coutnerparts in otehr factions is much less. So they are on par with damage/fleet point mostly. You can't compare light frigates (Cobalts) to LRMs, each does a different job.[/quote] Of course they do a different job, but one is the hunter and the other the hunted, and it seem ackward that the one that get hunted so effectively by the other can't use numbers to tip the balance. To beat LRM spam in TEC
[quote who="Juggernaut10" reply="3" id="2109049"]Javelis has lower hull and shields by about 200 and 100 respectively (offhand estimation). Like Darvin said they cost crystal and take research to make. Plus, 1 supply isn't a huge difference unless you're building huge fleets (which is late game, so you'll probably be building more advanced units anyway).[/quote] The hit points of a unit don't really matter if they don't get shot at, or at least get a lot of shot out before they start
[quote who="transitive" reply="2" id="2109027"] you shouldn't be under the impression that long-range is just strictly higher level then light frigate, and therefore should always cost more. it doesn't work like that. [/quote] Knowing how players spam LRM, and how effective they are at killing light frigates, giving them low fleet supply cost is just inviting them to be built in mass.
I was just checking a few entity files (reference data for Entrenchement) and just noticed something that should not be... The LRM frigate, while it cost more than the light one, cost less slot points, meaning you can field more LRM than light frigates. I'm not sure but since long range units have such an advantage in combat, especially against light frigate, i don't know why they cost less fleet slots (and they are spammed heavily by players). It's seem to be the same for the Advent, but the
[quote who="transitive" reply="14" id="2102944"]you're mistaken, armor does not reduce damage from each shot. it is normalized to DPS like pretty much every other weapon and defense in this game. armor is just a percentage based increase to effective health. each point of armor is worth approximately +5% effective health. this is slightly better than just getting the hull points directly because it also serves to increase the effectiveness of hull regen and hull repairing special abilities.&n
[quote who="gilly775" reply="14" id="2105324"]But, it will disappear from the stock you've put up there, right?[/quote] Yes.
[quote who="Hack78" reply="16" id="2104162"] Why suggest a change which will force EVERYONE to get that ship as their first cap? It would probably be their second and third as well..... In fact you wouldn't even need cruiser carriers - just spam caps....[/quote] I believe that to ballance capship carrier with more squadrons, they need to be slower and weaker than every other capship so using them as their front line vessels would be suicidal. I also think capship base stats shoul
[quote who="Darvin3" reply="9" id="2100117"]I think that's the idea. Late game economies can be absolutely ridiculous, and if you suddenly started earning twice as much cash every time your fleet got a bit smaller you could easily rebound and never lose at all. I think this feature is actually important. It's not hard to run away and keep most of your fleet alive, in any case.[/quote] But that's what actually happen. If you scale down your fleet to a lower upkeep bra
About the econ and fleet size... How much % of upkeep you pay depend on how much fleet points you are using, if you scrap or loose ships, your get your econ back. At least, that's what happened in my last game, whenever i was short on resources i scrapped a few high fleet point ships and my econ was back on it's feet.
Bump, i want also to be able to mod formation settings. I find ships too likely to bump into each others, especially the larger ones like anti-structure cruisers.
The fix for multi-targetters is nice. If i queue targets for my starbase, i ended up focussing fire on a single target, not good as it forgot to fire on other targets even if it had idlling weapons, basically crippling my starbase firepower. I also modded several ships to use multiple targets but they suffered the same problem... Glad it will be fixed.
Fighters aren't as unbalanced as they have been a while back. Flak frigs are able to kill them, and in numbers they can clear the skies nicely. Of course, bombers can hurt them and it's wise to have a few of your own combat fighters to kill bombers along flak... And as others have said, some caps have anti-fighters capabilities that can clear the skies if someone goes heavy on SCs. SCs are part of a normal fleet, they are not optional or just a neat but nearly useless addition like in many ga
[quote who="Dargoon999" reply="15" id="2102886"] Foraven, light frigates are easy to destroy only if you overwhelm them with superior numbers or if you have the right counter (Long Range Frigates). Otherwise, they are fine the way they are right now. At mid games, you HAVE to back your light frigates with support cruisers (hoshiko/guardian/overseer) and in late games switching to heavy cruiser might be a good idea (keeping a small number of light frigates, even in late game, is always a
[quote who="Longasc" reply="5" id="2101153"]Arguably. The DPS depends a lot on passive benefits and abilities, but let us assume all weapons can fire on a target up front, even the side and rear guns: As example, I will take Kol and Marza (TEC): http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 Kol: 9.0 (Beam) Front 34 (Autocannon) Front/Sides/Rear 8.25 (Laser) Front = 51,25<
[quote who="Dargoon999" reply="2" id="2101634"]I really hate when ships piggyback on one another. We already have: Colony Frigate, Scout Frigate, Light Frigate, Long Range Frigate, Flak Frigate, Siege Frigate Defensive Support Cruiser, Offensive Support Cruisers, Light Carrier, Heavy Cruiser Starbase Constructor (TEC/Advent), Anti-Structure Cruiser (TEC/Advent), Mine Layer (Vasari) The only unit that I think is missing is a unit specifically design
[quote who="whepper" reply="6" id="2102655"]too bad its a mod option and not an option in the game i would like to see them actaully move more[/quote] If we could also make them move in squad rather than on their own when fighter dynamic is turned on... Let's say that while it look cool to have them make straffing runs, it just remove pretty much all control the player has over it's fleet.
I've seen a lot of theses debates in the past about space combat and fighters, and my feeling about it is about everyone is quite wrong about it. Many assume that because space is so vast and empty ships would be really fast and weapons incredibly long ranged, if not incredibly devastating... But i think there are a few mistakes there. 1. Ship speed. In theory, there is no top speed in space (exept for relativity, wich i don't agree with). But in practice, the top speed you ca
As far as i can tell, they still do use the Z axis, but they are probably not as willing to use it...
[quote who="Darvin3" reply="12" id="2089942"] So, when a planet is bombed from 300 down to 200 population, it might not be accurate to say that a third of the planet's population is now dead. Rather, a third of planet is now in lawless anarchy and its economy (what is relevant to the game) is what is dead. Again, we could presume under this theory that most people end up in bomb shelters and weather out the storm.[/quote] I guess it would be the best explanation. Also
My guess is you have put it in the wrong directory.
Personnaly, before getting bigger ships i would like more small ones to pad the fleet. Something like a combat frigate and a battle cruiser. Combat frigate : An heavy frigate that is meant for the front line, something that is tough, can dish damage and don't need to be replaced all the time. Reason : I find the basic frigate to die way too quickly to be useful in later game. Battle cruiser : A cruiser that has the firepower to take on capitalship but lack the armor of one (ba