I'll try to keep this short and simple:
1. The "Heavy Strike Craft" ability for the Sova Class Carrier needs color. The first time I played I never realized that I could spend a point on that ability yet because I thought the ability was greyed out. I don't know why I thought this since the first three abilities are always available in the beginning but it did throw me for a loop and is kind of annoying.
2. My game randomly crashes to the desktop after returning from an alt-tab. It's random but happens often enough to make me save before I need to alt-tab. I'll list my specs below in case it helps at all.
3. Enemy culture failed to disappear in the game I just finished. I wiped out the red players capital planet and, as per the game setting, they were defeated. The culture wasn't decreasing and, since I needed the planets and couldn't wait, I proceeded to destroy every ship, building and mine in all of the red AI's gravity wells along with bombing all their planets into nothingness. Fast forward to the end of the game on the victory screen after beating the other two AIs and the red AI's culture hadn't gone down at all even though every trace of them was wiped from the game and my culture was trying to push it back with full upgrades.
4. Why do the pirate/rebel ships in the game always go for every trade/refinery ship even when you have a few ships trying to wipe them out of your gravity well? It annoys me so much to have a handful of ships running around my gravity well trying to kill my five or six trade ships. Does killing trade/refinery ships actually have that noticeable of an impact on my economy to be of concern to them? While frustrating; I've never actually considered them being killed a huge loss to my economy.
5. As others have mentioned; the TEC Loyalist Ankylon Titan attacks by broadsiding and, as such, looses most of its firepower unless you fly it right into the middle of the enemies. I feel like it takes longer to kill something with the Ankylon Titan then it does with a capital ship because the capital ships know how to use their primary and most powerful weapons to kill things.
That's all I can remember for now ^-^.
Here are my specs in case they help solve anything:
Windows 7 Ultimate x64 - AMD Phenom II 1100T Black (six core) - Nvidia GeForce GTX 275 (x2)(In SLI Mode) - 8GB(2x4) Corsair XMS3 DDR3 2000 (PC3 16000) - Corsair Force 115GB SSD - HT Omega Striker 7.1(Running with 5.1 speaker setup)
1. I think a mental note on this is the best you can do, maybe in the future there will be a visible little plus over the abilities that can be upgraded when you go to the upgrade tab of the ship in the future.
2. I have a similar set up, I haven't had that issue in a long time, but if you pause the game before you alt tab it hasn't happened to me since.
3. Enemy culture not disappearing at all or just slowly? I've gone to some planets where AI have 5 or 6 culture centers and it can take some work to get rid of. You can bring a handful of capital ships to help push it back once you destroy the culture centers, then plant some of your own culture centers to speed it up as you go.
4. Each pirate ship is programmed to fulfill a specific mission before it wanders to other targets. This is explained in a few other threads.
5. I've seen this posted a few times as well, it might be fixed internally as the beta continues if it isn't intended.
Hope that helps.
3. No; as stated, there was nothing of the red team left and even hours later their culture was still 100% active with nobody but me anywhere near the planets. What's weird though, is that it visually started disappearing from the phase lanes, but when I sent a colony ship there, as soon as it hit the gravity well, the culture was 100% across all the adjacent phase lanes again. All of their planets were "cannot colonize hostile culture to strong" the entire time.
I'd submit that save file, especially if you can recreate it.
5. of course it will turn and attack with its broadside look at it. it has to giant walls on its side lol the beam weapons arc range probably should be increased
5. Weather a ship shoots facing front on or side on is determined by the DPS totals for each arc. Whicvhever arc has the most DPS will face the enemy. That means side on is the most efficent method for the anlykon.
4. I know and i agree. it IS stupid. If you've ever had a large late game pirate raid hit a grav well with no refnery or trade ships in it, but a well upgraded starbase it become quite obvious just how much it hurts their performance. Without the ships they focus on the starbase and can often badly cripple it even if they're destroyed. With trade ships around thoyugh they barely scratch the starbases hull because so much of the raids firepower is wondering around getting shot up by various things and not actually achiving anything important. By all means have trade ships as their next immiddiette priority after military assets, but have them take out the military first for crying out loud. This whole thing is a big part of why early game pirate raids are 10X more scary than late game ones. In the arly game they focus on your military assets which are fairly precious at this stage as they're so few, (comparativlly speaking). Later on so much of their force wonders off making easy targets and your military is that much more dangerous that they become pushovers even though they have larger numbers.
it's actually a valid tactic to stall pirates, the trade port... allows you to build up a nice station then just sctuttle the trade port!
Could help if all of the ships had gravity well debuffs. Not sure which one steals income, but others could slow strike craft, limit range of starbase, slow phase lane to delay reinforcements. These would make them a bigger handful early game and at least a little more than just annoying late game.
I concur with that Sova Heavy Squadron greyish icon, same thing happened to me yesterday.
This is not a problem at all, just a thought. Did you know that if you have a dead asteroid (no logistics) and you research Developement Mandate (+4 logistics) it affects the dead asteroid too? It does.
Why would you expect it wouldn't work on dead asteroids? It doesn't say it needs to have logistics in the first place. Also works on pirate bases.
I don't know. I just assumed, I guess. It is dead; it has no population. No amount of mandates should make up for that.
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