Heavy cruisers are also anti-LRF units... though you need to give them support because they have to get into close range to kill the LRFs.
InfiniteVoid
The Deliverance (aka the Culture Cannon you refer to) also gives your ships a temporary 15% damage bonus when they are in the gravity well of the affected planet.
Take note, however, that scuttling too many labs will prevent you from building certain ships and structures. For instance, if you scuttle all but 4 Military/Hostility/Warfare labs, you lose the ability to construct heavy cruisers and the tier 5 support ships.
Frigate shield mitigation maxes out at 57% (again, Advent frigates can have up to 67% mitigation). Capital ship mitigation depends on level. Maximum mitigation is 65% for a level 1 cap and increases by 1.111% per level (so a level 10 capital can have 75% mitigation - once again, Advent caps can have up to 85% mitigation). I do remember the rates of mitigation increase and decrease were posted somewhere else, though I don't know if this corresponds: 1.25% increase per d
Not really, unless you don't mind losing culture bonuses and slowly losing planets due to hostile culture influence. Each broadcast centre generates a certain rate of culture. Scuttling all of them drops the rate of culture generation to zero, hence, your culture ceases to exist and hostile culture can take over.
The planetary shield you mention is actually already in the game (its a researchable TEC technology that mitigates 30%/50%/80% of planet bombing damage, depending on research level).
In the cases I've seen, the game sometimes disregards the colony ships held by AIs who have lost all their colonies, so even after being declared defeated, I've stumbled across a planet they recolonized. There's still one more detail in victory conditions: whenever you are involved in an alliance (only when diplomacy is enabled), victory is achieved only when all factions hostile to you and to your allies are destroyed or surrender . If the game does not end even thoug
Radiance can disable abilities... but not phase jump. I think you're talking about the Revelation Battlecruiser.
I was lead to believe armor was not one of the Advent's strong points, as hinted by their ships... although I guess you can still claim it's like the Radiance's Energy Absorptive Armor. Its still quite a good read. I'm itching to find the reaction of the Advent and TEC when they face Subverters with Distortion Field. [e digicons]}:)[/e]
At the right places, you can get extraction rates of 0.4 to 0.5 (of one or both ore types, not counting the extra 30% TEC Refinery Ships can get), certainly outdoing extractors at locations of low alleigance. Remember that extractors take advantage of every single owned extractor within one phase jump of the gravity well it is located in and that each built extractor can take advantage of 3 refineries (captured ones 4). Placing them at locations with lots of phase lanes to other planets/neutr
It takes 2 Novalith rounds to kill any unshielded planet or asteroid, 3 if it is a shielded non-asteroid planet. If the planet IS killed by a shot, the planet remains uncolonizable for a period of time. Deliverance wasn't meant to kill population... just temporarily change the mentality of the population and weaken hostile culture. It also gives a 15% damage bonus to your ships in the gravity well of a planet hit by a Deliverance Signal. These weapons are not meant to be the t
Colony captials, however, are the slowest of all the capital ships. You also need to consider the fact that battleship capitals don't stay level 1 for very long if they are frequently in combat. At max level, they carry 2 squadrons themselves, and the colony caps carry 3. At that point, the battleship caps have more Hull and Shield points, have a significantly higher DPS, and generally can hold their own better than the colony capitals. Although the Egg's Disassembler does kill capitals easil
Allure of the Unity (Tier 8 tech) raises their overall tax income by 10%.
Well... carrier capitals have a maximum of 6 squadrons... so here's how the individual strike craft count looks like if a carrier used only one type of strike craft: TEC: 6 fighters/squadron x6 = 36 fighters 5 bombers/squadron x6 = 30 bombers Advent: 12 (9+3 due to Adept Drone Anima) fighters/squadron x6 = 72 fighters 10 (7+3 due to Adept Drone Anima) bombers/squadron x6 = 60 bombers Note that Anima Tempest adds 30 more strike craft into the mix te
Advent ships are mostly mutually supportive, so it is ideal to have a good mix of ships (example, Disciple uses Steal Antimatter, then Transfer Antimatter to a support cruiser or a cap ship, then that ship has more antimatter to use abilities). Planet bombing frigs are generally not worth it at all, since their combat potential is next to worthless (except for strike craft/ship bait) and they take 14 fleet supply points... EACH. In contrast, a heavy cruiser takes 10 fleet points, 12 i
[quote who="Shadowhal" reply="1" id="1913213"]I am not sure, but I think there is a cap to it, so it does not rise indefinately.[/quote] The only real limit is how many logistics slots you have on your planet and the number of phase lanes to that gravity well. Desert planets can be choked with 9 broadcast centres (10 if you're TEC and have Development Mandate researched) if you use all the logistics slots for them. Planets with fewer phase lanes have faster spread down those lanes.</p
[quote who="general-JWJ" reply="2" id="1911933"]shield generator cap ships that can generate a protection shield over a small zone but have no weapons, to lvl them up you should buy the training and each new lvl brings a bigger shield spread and maybe some light offense or advanced defence powers ... or infiltration ships with cloaking devices ... those would be cool too[/quote] Iconus Guardian kinda already does that... [quote who="Cataclysm2000" reply="4" id="1911
[quote who="Overheal1987" reply="9" id="1912336"]Speaking of Jump Inhibitors, what about an Inhibitor that affects the speed of hostile ships traveling toward your planet while they are still in Phase? And/Or a Catapault type Option that increases the Phase Jump travel and charge speed of your own ships.[/quote] Vasari's Severun Overseer can be upgraded to gain the Jump Degradation ability, which slows phase jump speed of incoming enemy ships by 50%. The Phase Accelerator arti
[quote who="nuttkase" reply="9" id="1910591"]I am playing a stock map on 1.05 and I cleared out my little corner of the galaxy to build enough Temples to research the far jump capability... I did that and sent a scout to a wormhole system and it doesn't do ANYTHING... just sites there. I've even tried a couple of different classes of frigate but that doesn't do anything either. I know it can't be a ship class thing because I've seen allies with thier scouts
[quote who="Khezef" reply="4" id="1901912"]Ah thanks. I was looking for an ability on the phase gate structure to create a phase gate or something... lol[/quote] That ability's reserved for the Antorak Marauder (albeit a temporary Phase Stabilizer Node).
Is planetary shields possible? If the AI sends only sieges, then these can reduce the damage your planet takes greatly. Planet bombing mitigation for 1st level of Planetary Shields is 30%, then 50%, then 80% at max research.
[quote who="Josef086" reply="4" id="1904195"]How about the TEC Heavy Cruser? I thought its ability allowed it to push past the repulse? [/quote] Repulsion gives a 1000% penalty to speed and acceleration within its area of effect. Intercept gives 200% bonus to speed and 800% to acceleration.
Even more armor and hull points. Trade Ships end up with 10 armor after max armor research and the Safety Act is maxed. They actually end up having armor comparable to heavy cruisers in the end. Realistically, its just to make sure your non-combat ships are much more durable. Really, I can only see it being used if your enemies have a habit of picking off your trade ships or when your constructors are affected by AoE attacks.
[quote who="Cataclysm2000" reply="12" id="1888145"] Phasic Transmissions also grant you an extra 18% fleet capacity. Thats 300 extra supply points with fleet sizes set to medium and fleet logistics maxed out.[/quote] Its supposed to be 15%. Leaning towards Vasari, though I still like the Advent quite a bit. The Charged Missile ability that the Assailants can have can wreak havoc on clusters of enemy ships, which is useful in tandem with the Subverter's Distortion Field
Victory is achieved when all factions hostile to you and your allies are eliminated. In your situation, the two remaining AIs must hate each other, which is why no victory has been achieved. What's hard is deciding who to side with since they'll give you missions to kill each other... and refusing to do them makes it a three player FFA.