Mabey a multiplayer tool that showes what is being played, and when you join it, it loads those expansions, would be a good idea?
xploseve_12b
Mabey its a blast shadow, such as a other ship between the base and the ship that surrvived, taking the blunt of the blast?
Ive noticed it too, usaly when somthing else is happening, such as a when a completed building overlaps the warning. thank god they fixed the compleation notice for each and every mine.
Yes, also, i think when the AI surrenders, all thier planets and resorses should now belong to whoever it was that they surrenderd to. All thier ships and buildings including starbases should auto-distruct (planet up-grades should stay). Is this not what surrending is?
Ok, to change what ship you want as your lead ship, highlight all the ships you want in that fleet, you will see all your ships highlighted in your empire side window, and one of the ships will be highlighted brighter than the rest, push the tab key to change the which ship this is (shit+tab to go in the other direction). Once you have selected the ship you want as your lead ship, use the "Create Fleet" button in your tactics menu. The selected ship will now be the lead ship. 
Yes its can repair anything, even other starbases, one of my tactics in a planetary system is to build that option with the aux govenment on a starbase with lots of other support buildings like gauss cannons, figher bays, 2 or 3 repair platforms. very hard to crack.
[quote]Now that entrenchment has been released (BTW, very nice changes to the original) is there a thread or document that can discuss the differences between the AIs in light of the changes over the last 6-8 months? [/quote] how about this one? I think that the real diffrence with the AI at higher difficultys is that they build bigger and more supported fleets before attacking, and they build and reserch more for thier economy and military. At harder levels more human tact
If the effect wasnt just at non colonizable grav wells, like put a dead astroid there with a good amount of resorces (the ones you have to capture, not build on) now you would have a good reason to have some epic battles in those areas.
goooood. pirates are fun. (now if they made it a playable faction, like for a mutiplayer game host......)
[quote]There is no way to change how they behave, though. So no random attacks or whatever.[/quote] I think he ment that there might be changes to the pirates in the latter expansions. i hope so, the pirates really could use more abiltys, firepower and smarter AI.
Another thing i would like to see is the ability to take over a planet with out bombing the hell out of it, like an attrition army battle on the surface, dropped by seige ships (giving seige ships a good ability, and a reason to build them). The more troops you have on planet compared to your opponet the faster you take control (new planet upgrade, "garrison toops"). Then then after taking the planet by invasion, there could be upgrades on those planets li
[quote]Something I also would suggest is to add features so they attack on random basis. Also so they just fly around and disturbing your trades, destroying your crystal- and metalextractors.[/quote] That would be really cool. They could both send out raiding partys and small fleets to raid your trade lines (not for the bounty, on thier own, like real pirates). Another cool idea would to give the pirate base wepons, not just the turrets, but like a star base (if I was a pirat
No i dont think scuttling would lower your bounty, it would have to be distroyed by a opponet or pirates. I wouldnt bother anyways, let em come, good training for your cap ships
[quote]The major problem I have with fleets is merging them and adding non fleeted units. Can never seem to get that to work. Also, when un-fleeting, reselecting the fleet + new units, then re-fleeting, I often end up with a LRM as flagship, as opposed to my Level 10 Kol. Is this just a 'lolwut' moment, or does the flagship get any bonuses, anyone know?[/quote] No bonuses that i know of. to fix the flag problem, select all your ships that you want in your fleet then push the tab
Are there any mods out there that work for the new updades? even just a few simple ones like upping the the amount of cap ships i can build. Where can I Find them?
Yeah, big problem. A issue I have had with tec (im running 1.15 and ent 1.01), sometimes my fleets flag ship dosnt jump with the rest of the fleet (yes they are all set for a linked jump) for some reason (probaly redocking fighters or turned the wrong way) and it takes a few secs longer for it to jump. what happens is that the rest, or part of the rest of the fleet will try to jump back to the grav well that it was before (tring to "reform fleet") and when this
[quote] LOL. Maybe I should run for Galactic President of Sins...."Listen to me now, but believe me later. I will NOT raise your fleet upkeep taxes!! And I also promise to make Gas Planets colonizable, with a 50% discount on super weapons!" LOL[/quote]lol you got my vote. he he
Carrier capitles seem to lvl slower than the rest because by the time you build them, you probaly already have sevreal cap ships in your fleet. experance is devided among the caps in a system that the opponets stuff is being killed, i.e killing someting worth 50 exp with only one cap ship in system, that cap ship gets all 50 points, but with 4 caps, it would be spread out at 12.5 points per ship.
The bounty is lowered by the pirates or other players (including you) killing your or your opponets stuff, (ships, trade ships, buildings, even bombarding planets), and then earning that bounty. So if you put a bounty on a player, then start killing his stuff, you would be getting your own money back, thus lowing the bounty on him.
My origanal idea of a super dreadnaught is that you can ONLY build one (at any given time, if it is distroyed you could build another one), and research for one would be late in the game, and after reserched it would be extreamly expencive to build, and take a big chunk out of the fleet logistics. At first it wouldnt be all that more powerful than a regular cap ship, but after a wile (leveling would take much longer than regular ships) it would get more and more powerful.
I just think it would be fun to have a something like that, a super powerful ship that you could customize to your play style.
I as well have had even the hardest set of AIs serender at even the slightest hint that it was losing. I was just playing a small map with only one very hard AI, I took about a third of the planets then started to bunker and prepare for a major assult, but before i could, it sent a huge fleet to one of my better defended planets (also the assult fleet I was still building up was there), but the fleet it sent was only made up of light and hevey line units, no support units at all, a
I have had problems with the homing mines myself, my scouts can reveal them, but buy the time they do, the mines kill my scouts, and then the rest of them phase back out of real space before my other units can attack them. A good fix for this would to have them un-phase before moving, they would beable to detonate on anything they get close to, but can be attacked if following a unit. Then a good tactic for clearing them would be a combo of scouts and carrirers (the stri
Here’s an idea I have been thinking about for a wile: Super sized ships. A Class of ship that upgrades like both a cap ship and a star base, meaning that it would both gain levels and you could research and then buy upgrades for it. The number of upgrades would be determined by the amount of hard points it has. Every time it leveled up, the size of the ship and number of hard points would increase, but not instantly, you would have to take yo
I can see how that makes sence, but personaly, i look at the robotics cruiser as a "medic" unit and mine clearing would take away from that role, I was thinking they could use the siege unit also for mine clearing. I never really build them anyways, and it also keeps the "engineer" role in play. (siege engineers plus mine engineers = combat engineers "sappers")