firath

firath

Joined Member # 3213232
1 Posts 16 Replies 8,220 Reputation

no its a matte of its later in the game and ive built the remainder of my avilble caps in one shot and purchesed all purchese able lvls and im just to lazy to assign 4 points each to 11 caps so i just turn on the auto assign btw this on giant 400+ planet maps against bots so its easy to get to a point where i can actually do that edit: if there was anything i would tweak it would first be giving the caps longer chars limits on their names

18 Replies 33,504 Views

you need to manually create a fleet to join and/or not all ships are set to defualt auto join scouts, seige vessals,and anti structrure vessals are defualted to not auto join there for you have to turn the auto join fleet option on manually i dont really know about the others though

10 Replies 20,556 Views

well i like the advent cannon better that the other 2 when its working at least in never played vasari but it was a pain when i when to colonize a planet that had be longrange bombarder only to have it blown up again by other shots that were enroute from several starsystems away...well uless they changed that recently it just seems to troublesome seige frigets are fine the way they are i think atleast i dont have a problem keeping them alive AND with my fleet as long a

22 Replies 43,782 Views

well its cool i guess anyways i found that longrande structure destroying and planet bombarding are moar trouble then theyre worth i tend to play long games against bot so its just easyer for me to make 10-20 deliverance engines and set them to auto cast than it would be to mirco manage which cannons are bombarding which planet

20 Replies 17,895 Views

ah yes thats not lame at all tho if i think about it id miss setting my caps to auto manage abilitys and then running them thro a few pirate bases anf neutral colonies with the security in knowing that theyd still endup being the same wether or not i micromanage them myself

18 Replies 33,504 Views

well tec has the bonus logistic slots upgrade which means moar tradeports per planet and my statagy involves stuffing all my planets with as many trade ports as possible but again i state that 0-2 free extracters is lame and while the vasaris phase nodes and dark fleet returns is great but the structure build rate increase is only really useful later in the game and long range structer destroying seems to be more trouble than its worth

20 Replies 17,895 Views

[quote who="Agent of Kharma" reply="11" id="2069859"] Quoting CreditSuisse, reply 7 What we're trying to do here to emphasize the frequent use of the Capital Carrier over the Light Carrier which is everyone's favorite spam unit. In terms of absolute dmg output and direct combat usefulness, 6 Light Carriers would easily take the cake over the Capital Carrier anyday. Let's say the devs do exactly what you want - the capital carrier is buffed in numbe

57 Replies 177,716 Views

edit: double post sry impulse is lagging for me prolly a bad interbutt connection i think that fighters should be remodled to fit the fighter-bomber role doing a decent job when engaging bombers and lightly armoured ships and a meh job at taking out moar heavely armoured vessels and other fighters and do poorly at engaging structers and intersepters but still being able too bombers are fine how they are being unable to engage enemy SC but making short work of frigets crus

110 Replies 379,567 Views

i think the caps should be the back bone of the fleet and then have the othe ships support/escort it like with current US naval fleets theyre built around the aircraft carriers each of the support destroyers and crusers and what not play different roles in keeping the carrier safe and adding to the overall striking force of the fleet but the aircraft carrier still has the most fire power and are the backbones of the fleet

57 Replies 177,716 Views

but the way things are nao caps already get shield/hull/weapon damage bonus with leveling along with ability points um that how it was the last time i checked anyways so unless your proposing that you can spend earned ability points on EXTRA stats then i dont like that idea but as far as specializing is concerned the easiest solution would prolly be to simpily have more puchesable ranks than ability points earned like haveing 5 ranks of each base ability while sti

18 Replies 33,504 Views

[quote who="harpo99999" reply="9" id="2069716"]they do not attack you as pirates do NOT have wormhole for distant jumping, so no pirates in local well with path to your planets = no attack harpo [/quote] well ive seen pirate jumping betwwen bases in older versions tho

16 Replies 11,830 Views