Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Fleet

Pages: [1] 2 3 ... 5
1
A Valley Without Wind 1 & 2 / Lonely settlement
« on: October 23, 2011, 10:27:16 AM »
How do I get new people to come to my settlement? Not that I really knew what they were doing...I would assign them to buildings and such. But they didn't take kindly to the bats, which I guess nibbled them to death.

2
A Valley Without Wind 1 & 2 / [Question] Learning new spells
« on: September 30, 2011, 08:56:12 AM »
My vocabulary may be off. So, at the start of a game, you can travel to the green healthstone. you can then read one of the spellbooks and you will have an option of 4 spells to learn, and you choose one. What determines what spells are available? (why are they different game to game?). Also, are there "trees" of spells, so unlocking spells made by a certain material will lead to higher spells of that kind?

If there is documentation on this, point me that way and I'll read.

3
AI War / Fallen Spire Exo-Galactic Strike Force question
« on: August 26, 2011, 08:13:06 PM »
Preparing for a Fallen Spire Campaign. Not sure about how the these special warps work. Do they work the same way as normal warps do, in that the AI will warp from any adjacent warp gate as long as they exist? So I can narrow down their targets to one wormhole if I destroy all other adjacent warpgates?

Thanks.

4
AI War Strategy Discussion / Engineer Acceleration Efficiency
« on: August 22, 2011, 02:37:13 PM »
I'm interested in how people manage their production facilities and engineers. I'm a little unclear on what constitutes efficient use of resources, regarding the acceleration of ship production time (meaning resources for a given ship stop being drained earlier), but increased cost (each second a ship is in production, although less seconds in total, costs more per second).

So...is it helpful to actually stack 2 engineers on a single space dock? Or is there some diminishing return that means, overall, i get more efficient use of my resources if I have two space docks, each with one engie. I'm not so concerned about which scenario spits out ships the fastest, just which one gets me the best value for my resources (I imagine the answer is either multiple spacedocks with no engies, multiple spacedocks with one engie each, or multiple spacedocks with some number of engies greater than 1 each, before building another dock.

5
AI War / A twig snaps
« on: April 19, 2011, 08:55:27 PM »
and crickets are heard chirping in the distance...

6
AI War / Dyson gatling pathing question
« on: April 01, 2011, 05:45:13 PM »
Will dyson gatlings continuously patrol through my territory until I go on the offensive on an adjacent planet? Or will they decide to break out? They do seem to follow me when I'm attacking an adjacent planet, but otherwise they seem content to patrol and build in numbers, even though they could steamroll a few AI planets by now. I'm worried that they will start slowing down the game. Save included.

7
I have, once again, discovered an ever-so-exploitable bug. I'm quite proud of myself  ^^

Anyone else have super strategies that you think no one else knows? Or at least have not read about anywhere else?


8
AI War / Dealing with Eyes (and Forts)
« on: January 21, 2011, 11:54:29 PM »
I'm not sure I understand how to deal with the new Eye changes. If I send a good number of fleet ships in to target guard posts, my ships will either 1) Auto-target their fleet ships, reducing their numbers, and triggering the eye, or 2) Only target guard posts, but get obliterated by all the AI fleet ships attacking them unopposed. The lower mark Starships don't have near the durability they used to, and can be taken out by fleet ships and guardians, so they are not great for guard post killing (stuff like gravity rippers necessitates the use of transports). Then there are cases where a fortress and a guard post is under a forcefield, so I can't kill that post to kill the eye without slowly taking out the forcefield and post while under fire from other fleet ships, while I only have bombers since anything else would be taken out by the fortress.

So...a little complainy, yes. I just finished a short play session and the planet with the eye felt incredibly grindy, and I was always worried about killing too many AI fleet ships, or sending them on suicide guard post runs and having to pour my economy into rebuilding my fleet after each attack run. Any comments on how I can better approach these planets, specifically, dealing with what appear to be my two choices I listed above?

9
AI War / Clarification on new/old resource/wormhole seeding
« on: January 15, 2011, 05:18:32 PM »
From the release notes "The way that the planet resources/wormholes are populated has now been moved exclusively back to the old method. This means that savegames from 4.067 will show up different temporarily, and then will go back to normal with this new version onwards."

Didn't you just switch to a new method because of some longstanding bug in the old method which reduced randomness? I'm not sure why the old method is being used again..could someone clear up the situation for me?


10
AI War / Ai War and Nursing school don't mix...
« on: January 11, 2011, 09:12:37 PM »
In my second week of nursing school. I have not had a second of game time since starting...How long before the withdrawal symptoms lessen?

11
AI War / Fallen spire progression
« on: January 02, 2011, 05:22:58 PM »
I wanted to check in and make sure I'm doing everything right. Built my first hub, along with a shard reactor, shipyard, and habitation center. No more messages though...I was expecting a notification, or timer, or something...Here is a save.

12
AI War / How does the AI attack in the Fallen Spire campaign?
« on: December 31, 2010, 12:06:19 AM »
Hi all. Just wanted some clarification by the devs or players who have completed this, regarding the nature of the AI attacks against me as I progress building spire stuff. Once I start growing beyond the one hub, do they attack on a cycle (every 10min, for example)? Or do they still send specific waves when I begin constructing something? I think I read about some cap increasing for each wave, so that each wave could have more firepower or something...how does this factor in? Is it in my best interest to complete the game as fast as possible once I start the building hubs?

13
Off Topic / Lost my wallet
« on: December 27, 2010, 10:25:07 AM »
Can't find my wallet this morning. This is inconvenient and frustrating.

14
Just built the first hub, but we do not seem to have nearly enough firepower to repel their attack. I am open to taking more planets, knowledge raiding, and unlocking more ships (I'm considering dreadnoughts to kill their starships) but I thought I would post here and see if I can get some tips. Did we approach this event way to early? Because we seemed to fend off their previous attack readily...

Attached is a save so you can see our situation (about to build the hub, on the planet adjacent to my home, and my home had a fleet ready to move in if necessary). We both lost our home planets in their counterattack, but I made this save beforehand for this very reason.

15
AI War / Please clarify the new exo-forcefield's function
« on: December 22, 2010, 08:57:57 PM »
The release notes say they halve the effectiveness of the ship it protects, and adds its health to the ships. What is effectiveness?

Pages: [1] 2 3 ... 5