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
firath
geez doesnt anyone have any decent ideas
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
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
to many pictures but otherwise i like the idea
rather than stances id rather a moar direct way of controling target prioritization
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
a really valid point defnitly really vaild point
no what i meant was setting it to auto assign ability points for when im to lazy to do so myself
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
yes but are there ways to do it with out mod/hacking the game besides what i mentioned earlier
hmmm well thats true all very true well putting that aside isnt +30 hp kinda lame
i wouldnt say that its a hugely better alternitive...infact carrier spam and the uselness of cap carriers is almost unrelated at worst assuming that they do make cap carriers stronger you get players using a few cap carriers + light carrier spam
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
hmmm well thats all true i was just trying to relate it to WOWs talent tree thing with out actually suggesting adding a talent tree to the capital ships cuz that would just be too rediculous
lol
true tec has more economic capabilitys than advent but i think that the... um akkan was it 0-2 free extracters is kinda lame
[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
i think the second criteria is met but this addition would deffinatly cause alot of fuss and thered be a lot of change involved
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
it could happen true doing that could also cause lots of lag and or memory related crashes i used to play using the real combat mod which added alot moar SCs than were avalible with the normal game at the time and lets just say all those extra SCs really slowed the game down...well i think it was the SCs at least
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
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
uma~ it fits with the ideas of real world tatics as i metioned before though its not by officail defintions and such tho...
[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