« on: March 16, 2013, 10:13:39 AM »
I voted for scouts and manufactories. Maybe reduce the number of scouts per asteroid to 1, or increase their attrition on enemy planets.
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Transports are not immune to either BHGs nor Gravity. They're going to get stalled out in either AI type.
MK Is 3 worlds out is rare for me unless I've got all 10 available and they're lucky. MK IIs 4 worlds out, same issue. Wonder if I'm just doing it wrong but they can rarely reach that far for me without some serious Tachyon Guardpost removals.
But the worst was the Mark II Raid Starship. Emerging from the chaos, it made a beeline to the homeworld, killing other command stations along its path. Only through the luck that a significant fleet was on station, as the continued replenishment took place, saved our Home Command Station. Fires and sparks and smoke filled the command deck, and my science officer would never see the fruits of our dangerous labor, killed by an exploding power conduit. Why no one in the future has heard of a circuit breaker, I'll never know.
Spire Civilian Leaders:
This might just be me mis-interpreting their description... but I assumed I would have to capture these for them to lower the AIP. This is not the case. Simply destroying the AI command station causes them to switch from raising to lowering the AIP (although it does not immediately reset their hour timer, like capturing them does). After some deep strikes, my AIP was going down slightly but periodically through the rest of the game, and there was nothing the AI could do about it since they still 'owned' the CLs.
O_o Sounds like a bug/exploit.
but you go to war with the RNGFixed that for you
you have, not the RNG you wish you had.
Nothing the AI does can compare to the kind of pants-kick mapgen can deliver