Why can't we just have wail also be a passive, so if the enemy shoots your planet, if its a border world it will automatically trigger the wail, so adjacent planets will suffer damage too? Same could go for bombing. :)
Sonntagshut
Well, give relocating the capital planet a cooldown of maybe 15-30minutes and you can still purge a galaxy fast by killing capitals after another then. But I'm of the same opinion as Eliarais, it's kind of annoying sometimes, when the ai just surrenders...
Well, there would always be the option left, to just have an effect phase jump from one planet to another in the direction of the culture flow ;). (Though it might be hard to also be able to determine the strength/speed of the change with a tool like this)
[quote who="Admiral_Kiernyc" reply="8" id="3129653"]Orgrov Torpedo Cruisers and Advent Adjudicators should be able to attack titans. They should at least test it to see what happens.[/quote] Wow you really are like saying the Adjudicators are as useful as Orgrovs ^^. No offense, but Adjudicators are only useful at all if they can shoot multiple targets. As long as they wont fire all their 5 guns at the titan together, they won't do any more damage than most other cruisers would do
[quote who="MayallCommunion" reply="6" id="3129508"]It also has to do with how late they get there crystal resource tech. That thing is so expensive.[/quote] And you really need too much crystal to research it in the first place...
Btw would you go and deactivate artifacts and random planet traits for ladder play?
Well, I even saw an AI fire it on a planet it owned itself in the version before. I don't know if this AI issue was fixed yet?
[quote who="mcintire" reply="9" id="3129025"]Your cruel AI shot the base with tree or four Novas at once, of course that will bust the pirate base. The pirate base is a regular dead asteroid with some boni, one of them are the 6000 HP without having to upgrade. Amongst other stuff I made a thread some time back about how the pirate base needs a planetary shield to better withstand this kind of spam, especially since AIs tend to focus-fire on pirate bases, for whatever reason.[/quote]
[quote who="Halos" reply="4" id="3128997"]He's right though, asking for balance changes based on a game vs the AI is... dubious. Not to mention when playing vs 9...[/quote] Ok, I may have played against AI, though I'm not asking for balance changes (yet you again say I do). I'm asking for experience with the Advent loyalist culture behaviour Yet all I am getting is people saying "Rofl, playing against AI", this doesn't seem to be very helpful.</p
[quote who="MayallCommunion" reply="16" id="3129021"] Thats just how RTS's are sometimes, lots of maps favor different races because of their innate traits. Look at sc2 for example, certain maps with cliffs favor terran because of how retarded siege tanks are. Nothing can be done about that.[/quote] Oh don't misunderstand me, I really like the idea to actually be able to make maps in the forge that are somewhat less random. But I don't think Sins is the right game for
[quote who="RilletSnowy" reply="2" id="3128980"]So when they are building culture invade them? Culture only really becomes a problem if you let it.[/quote] Well it will always end the way that I have to fight them on their territory, where they have all their bonus (if I go and attack their temples they would even have defense structures maybe) and I don't, so it will most probably be me who will lose that. Next idea? ;) Also when looking at Advent loyalist culture rate it
[quote who="mcintire" reply="6" id="3128984"]The pirate base has 6000 HP. How do you oneshot them with a weapon that does 3500 damage?[/quote] You sure about that? I had a Cruel AI killing it with a nova quite early in the game, maybe the hp increases over game time?
If you want to kill pirates, you can also 1shot them with a Novalith. Just saying because atm Advent Rebels are the only race that doesn't have the ability to get rid of pirates easily ;).
Short version, with all the buffs advent loyalists get to their culture rate, their culture easily goes to unstoppable and wipes all the planets at their borders. Is there some countermeasure to this, as at the moment there just seems to be nothing I can do? Long version, I was playing a game with 9 AIs. At some point one AI (Advent Loyalist) either got some research done or built alot of temple of communion. Whatever it did, it took almost 50% of the galaxy culture in
[quote who="GoaFan77" reply="2" id="3126579"]Its because the Advent tend to spend a bit more on research, which is more crystal heavy. Most ships use more metal, and its a bit more common overall.[/quote] Most Advent ships also tend to use more crystal per metal, as will TEC or Vasari ships. So when playing Advent, you have even more of a problem with few crystal than with TEC for example. Only thing to do is, get a ice planet with 4 crystal asteroids and stack trade ports for
Ok nice Idea but... How do you plan to make maps equally useful for all the 3 races, as all of them will need a different amount of resources for their ships and techs. A starting point thats working fine for TEC will be alot worse for an advent player, as advent will need alot more crystal than TEC, as vice versa TEC will need more metal than advent. So basically if you will answer "just have as much of anything" you will automatically favor Vasari, as those ne
But still nobody has gotten the 2 resurrection techs to work up to this point right? Not even through modding? :) Just asking because I just read the whole thread, but wasn't able to find anything.
If you set the AI to cruel, it acts almost as normal, and it's not even "that" hard to play atm :).
@Volt: Nice idea, the main issue with most of the new advent techs is just like advent were before, all the good stuff comes right at the end. There is almost nothing helpful at the lower tech levels... Someone compared the new TEC Loyalist tech (+armor and damage at own planets) with the comparable stuff advent get and noticed that the same kinds of tech just are further up in the techtrees.... And well, I feel like 5% is really low no matter whe
Whole fleet composition isn't quite finished yet I suppose. Just look at where the titan will usually be positioned within a fleet... It's like titan on one side and fleet on the other... Atm I fare better without assigning fleet mode at all most of the time.
Coward's Submission: 5% Chance to convert ships fleeing your gravity well. Has anyone ever seen this one work yet? I suppose it's not working with capital ships and titans, but so far I haven't even seen it work on neither pirates nor scouts. Can't say for frigate fleets, as the AI somewhat doesn't want to build any fleets. With 5% chance, I could also just be terribly unlucky... ^^
[quote who="Mew1" reply="47" id="3124443"] 7:42[/quote] I did not mean the ART Ult, I mean the 2 rebel techs which resurrect your own ships by 10% chance, and you have a chance of temporary reviving enemy ships. But both of them aren't working.
Well, maybe if the Titan lost 1 level or 20% xp upon dying, that would make everyone happy? It would still be nearly as powerful as before, but it would still hurt to lose it. However having it lose all its levels would definitely end the game for the one losing the titan. So, I am positive on penalties for losing a titan more than just the resources, but back to level 1 is too harsh. Also any mechanic having a titan lose experience would make the ART Ult a
Point 2 is because all other players are defeated, leaving the only 2 players you and your former ally. So the only thing to fight is the 2 of you, resulting in going to war? ^^
[quote who="Yottsu" reply="40" id="3123341"] Quoting Marshal_Rhadagast, reply 39I sent a fleet of cheap frigates against a pirate base to test this. About mid ways through the massacre, I noticed a bunch of frigates that weren't part of the fleet randomly showing up and attacking the pirates. I didn't pay attention to whether or not they showed up on the unit list on the right, but I know for fact the ships revived and fought. It just occurred to me. To those who did n