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RE: Battles Need A Lot Of Work A lot

 
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RE: Battles Need A Lot Of Work A lot - 4/5/2010 11:02:42 AM   
Wicky

 

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I just ramped up the fuel tanks on my cap ships from 160 to 800 points of storage, now all fuel problems are solved. :)
They travel to the other end of the galaxy, conquer 4-5 systems and fly all the way back home with one refill!

Now I have the problem that they don't automatically pick up troops. It's such a boring and tedious process to get all troop compartments full.

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 12:25:04 PM   
tuser

 

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+1
I tend to automate my troop transports for that task. If automated, they'll _usually_ load up on troops and wait somewhere. So if I hotkeyed the transport group before it's easy enough to reassemble them, fully loaded.

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 12:49:45 PM   
BigWolfChris


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2 things need altering with basic designs

1. At least one collector should be placed
You'll be surprised how often auto ships idle for a couple of minutes near stars waiting for new orders, this will at least lower fuel consumption for those couple of minutes

2. More fuel storage placed onboard, just one or two extra makes a major amount of difference I've found


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RE: Battles Need A Lot Of Work A lot - 4/5/2010 1:37:59 PM   
Gertjan

 

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@BigWolf, I agree completely!
What about armor, do we need that in basic design?

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 1:41:41 PM   
BigWolfChris


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Gertjan, you bring up a good point there
What people must realize, space creatures bypass shields, and will start damaging components straight away... unless armour is installed, then that's what gets damaged first

So, yes armour is also a must for all designs as well... but probably only 2 or 3 for basic designs though, more for vessels expecting more combat


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RE: Battles Need A Lot Of Work A lot - 4/5/2010 2:25:52 PM   
Webbco


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I've seen it noticed by a few other people, but the AI does not include armour in its upgraded designs. This HAS to be a bug and it's not good...my rapid response destroyer fleet were totally wiped out by a couple of cap ships after I had retrofitted them! The second they bypassed the shields, my ships exploded into nothingness.

I was wondering whether the AI made a worthy trade-off and added other components instead of armour but when I looked at the designs it doesn't appear to be the case...it just ignored armour!

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 3:00:51 PM   
tuser

 

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It appears to depend on your race.. sometimes I get designs with armor, sometimes without. Sometimes I start out with unshielded escorts, and sometimes they do get shields..

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 5:57:45 PM   
Gertjan

 

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But isnt armor just replaceable by shields? What is basically the difference between the two? Besides, shields replenish themselves, while armor doesnt. I can see why armor is not really useful, unless you expect to be fighting mostly space creatures.

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 7:39:38 PM   
BigWolfChris


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Armour is a backup to shields
What if you find your shields fail during battle?
With armour, you still have time to either do more damage or get the hell out
Without, you will take too many damage and the ship is dead


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RE: Battles Need A Lot Of Work A lot - 4/5/2010 8:07:16 PM   
Sarissofoi


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Also if you have repair bots your armor(and other components) should be repaired over time.

Another thing I see. Upkeep for armor components is too high. I can agree that fance electronic or another power hunger device have high maintance but armor?
Also I think that some components should have another additional cost in hard cash(plus cost of resources) because cost of colonizers is now very very low.



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RE: Battles Need A Lot Of Work A lot - 4/5/2010 8:28:13 PM   
mightili

 

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quote:

ORIGINAL: malkuth74

Sorry I really do enjoy this game other then wars. when it comes to wars the game is just broken. When your empire gets so big you have no choice but to have you AI control this aspect for you your fleets your ships. I mean 400 ships is a lot to micromanage.

The problem is that you Attack AI does not take fuel into consideration. So when it launches an attack and ask you is it ok and you say yes. The distances are so far apart that by the time they get too the target they are out of gas and helpless.


There is a resupply ship but it won't refuel your ships? Bwahahahahaha... This is so humorous. I mean I am not laughing at you, I am laughing at game design. They've made it so complex that their own AI gives up on following after everything. This is just way too funny... Good to know. I am not gonna expect my ships to survive then. Another thing that I have to say NO to my AI then. What a BS. The only solution I see here, make your ships lighter in the beginning so that require less fuel to fly. Unless of course calculation is made just towards the SIZE of the ship assuming that you maxed on it. *shrug* if its so, and if ship units don't have a "weight" then its worse than I thought...


< Message edited by mightili -- 4/5/2010 8:29:52 PM >

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 8:39:28 PM   
Wicky

 

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quote:

ORIGINAL: Gertjan

But isnt armor just replaceable by shields? What is basically the difference between the two? Besides, shields replenish themselves, while armor doesnt. I can see why armor is not really useful, unless you expect to be fighting mostly space creatures.


This is a good question, with 1 advanced damage control component you can repair one armor part (worth 25 pts) in 3 seconds. with 3 adc components you could therefore repair 25 damage per second, which is much more than shields regenerate (like 7 per second). Just a thought which I noticed but haven't tested it out yet.
Mind you, that these are just theoretical assumptions based on my current tech level in the game I got going, and do not represent the practical use of repairing armor vs shields in the game.

< Message edited by Wicky -- 4/5/2010 8:41:51 PM >

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RE: Battles Need A Lot Of Work A lot - 4/5/2010 9:14:48 PM   
taltamir

 

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I just don't fight anything until later tech levels... at this point you have super ultra mega duper fuel storage and reactors which makes this a lesser issue. (at which point travel isn't an issue for fuel as they can travel back and forth across the galaxy... but shooting their weapons just eats up all their energy FAST)

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RE: Battles Need A Lot Of Work A lot - 4/6/2010 3:55:35 AM   
Interesting

 

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I would like to see an automation option JUST FOR REFUEL.

A button that if you click, the ship will refuel, only.

Right now, if you set it to automatize, it will refuel, but it will also send your ships into missions, building stuff, patrolling, escorting... I just want a refuel automation option.



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Post #: 74
RE: Battles Need A Lot Of Work A lot - 4/6/2010 7:25:06 AM   
thiosk


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I like fuel. I like fuel a lot more than "Range," where you can move ships around however you want, as long as you are within the "Magical Barrier." Numbered lists are "in" so i'll number a few things.

1. I want tankers. Super tankers, mega tankers, ultra tankers-- why can't some enterprising citizens band together and sell fuel back to the very escorts that are expending imperial resources to protect them? Seems like the ultimate capitalist move-- you have to protect me, while I get this stuff, SO I CAN SELL IT BACK TO YOU!

Genius. Thats how you play the cash flow game.

Tankers would be generally useless for assisting with a push out to the distant reaches of the galaxy, but why isn't anyone delivering fuel to ships that are just milling about on protection/patrol duty?


2. What is REALLY bothering me, and I think its mostly bug related, is that I'll give a ship a job to do, it will fly all the way to the destination, then turn around and fly back to refuel, then fly back to the destination, then turn around and fly back again. I have no idea what these ships are doing, but I believe its a bit of funny business. Example: I built a resupply ship. Took it to the appropriate gas cloud. Killed enemy supply ship and ordered mine to deploy.

It started to fly to the next star on impulse power, until it ran out of fuel, then I had to scrap it. Whats up with that?!

3. Its really unclear to me why ships choose the places they choose when they want to refuel. Example. Enemy mining bases in a colonized system. My glorious imperial force is dispatched to clear them out. Upon arrival, they are nearly out of fuel. Since puttering around in system and firing guns is impossible without fuel, I command them to refuel at the planet before spilling blood for the blood god. They turned around and flew back.

Huh?!

(in reply to Interesting)
Post #: 75
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