Author Topic: Questions to the community about certain new features.  (Read 4421 times)

Offline x4000

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Re: Questions to the community about certain new features.
« Reply #15 on: January 10, 2010, 11:53:56 am »
1. There was previously a question of whether or not rally posts were working with non-FRD ships.  Can anyone confirm if that is still a problem or if it is now fixing?  I believe I have fixed this one, but am not 100% confident in it yet.

Confirmed working. Built a rally post in a system. Sent a group of ships through to that system as normal (CTRL+right click) and they all met at the rally post. Then sent a group through in FRD mode (CTRL+right click+V) and they also met at the rally post. Repeated this test a few more times, each time with success.

Awesome, thanks!

By the way, is it normal that ships sent through in FRD mode and who are idle now at the rally post, to display movement lines towards the middle of the system?

The line is to their FRD mode gather point, which should have been set to the rally post's position when they entered the system, but which is erroneously being set to the center of the planet (the default).  Thanks, good catch!

When I go to the galaxy map and choose the "O" filter to show "Scouts and Missiles" on the map, I see "Sct 3" over my homeworld.  But when I investigate that world, I see only two scouts.

Oh, okay!  Now I get it, and can duplicate -- thanks!

is it perhaps any unit that gives scout intell? Command stations do that if i recall

That is indeed it!  That's something I need to fix there.

3)      I am no longer getting any AI taunts after large battles.  I even tried getting my non-military ships killed in the sector and that did not work.

Thanks for confirming -- I had suspected that was broken, but was not sure.  I recoded that a few weeks ago and did not get around to testing it (it is a much more specific sort of trigger it requires now, compared to before), then forgot about it for a while, but later noticed I had not heard any taunts in a while.
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Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #16 on: January 10, 2010, 12:03:19 pm »
5)  I have played 2 campaigns(about 9-10 hours total using the resistance fighters minor faction) and never seen the resistance fighters spawn.

Offline x4000

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Re: Questions to the community about certain new features.
« Reply #17 on: January 10, 2010, 12:05:37 pm »
5)  I have played 2 campaigns(about 9-10 hours total using the resistance fighters minor faction) and never seen the resistance fighters spawn.

Okay, thanks -- I'll take a look at it.
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Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #18 on: January 10, 2010, 12:09:47 pm »
Also another response: The marauders seem to spawn very often,  We're probably seen 5-7 marauder attacks in the most recent game (that we are aware of) in only about 4.5 hours.  Is this as intended?

One other quick comment, please consider removing/lowering the bonus dagger frigates have against force fields.  It makes it nearly impossible to defend a planet against them when a single volley of 20-30 shots destroys a mk II FF.  We have found that it's better to just let them clear out the system, and lightning warhead them when they clump up.  I don't think this is the intended purpose.

We even had to resort to counter-missile turrets to defend our adv research, as 300+ fighters were not able to take down 50 dagger frigates as they approached.

Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #19 on: January 10, 2010, 12:24:35 pm »
8)  Here is a save, and 2 comments about it.  1) Mobile military ships also ignore any ship stopped by EMP.  2)  It appears that mines will no-collide off an emp'ed ship (even if the remains are right on top of them) when they finish building.
« Last Edit: January 10, 2010, 12:31:39 pm by Oewyn »

Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #20 on: January 10, 2010, 12:51:52 pm »
The question is, why are you defending with FIGHTERS against marauders? Have you checked their stats? they have massive HP and massive shields - ie you need shield ignoring mass damage dealers (so no fighters or autocannons) = Missile Frigates or Bombards (if you have them) as counter - and you don't need many of them 50-100 is enough (thats MK1) (if you have a flagship you can possibly even solo them with that alone)

or ships that ignore shields entirely each hit (which is not going to kill them fast but with viral shredders high hp ships like the daggers that are so slow (or rather, they stand entire still when shooting) are a gold mine)

So i do not think that marauders are OP - but they do appear a bit too often and maybe they should get a hard-counter in form of a damage bonus.. for some shipclass
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Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #21 on: January 10, 2010, 12:56:17 pm »
I've tried attacking with bombers/frigates, the problem is the bombers/frigates DIE before they get within range (and when frigates do get within range, they quickly get out of range because of their speed).  I need a cheap ship to overwhelm them so that they actually get to the frigates to do damage.

The problem is either appropriate ships have too little health, or are too slow, or are just killed before making a dent in their numbers.  I had some luck with fighters for cover + Z shredders when they could build up enough points to multiply, but I didn't have access to those, and I had the choice between fighters, cruisers, bombers and tanks.  One of those are expendable when you are short on resources, the others aren't so much.

Offline eRe4s3r

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Re: Questions to the community about certain new features.
« Reply #22 on: January 10, 2010, 01:00:20 pm »
true enough, i never faced them without a damage sucker (ie, a flagship or dread)

Tanks is a really unlucky choice as first special class though...  ;) :D

I guess this can be easily fixed with giving either fighters bombers or frigates a massive bonus against them .. i vote for fighters (heh) because these aren't good for anything (if you have, like me.. viral shredders which are basically self-replication killer drones .. already got 460 of them (MK1) hah! ;p
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #23 on: January 10, 2010, 01:11:08 pm »

-Fighters now have a bonus against marauders to make marauders easier to defend against.

Also, I'll look at the marauder spawn frequency and the EMP'd thing.
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #24 on: January 10, 2010, 01:29:45 pm »
8)  Here is a save, and 2 comments about it.  1) Mobile military ships also ignore any ship stopped by EMP.  2)  It appears that mines will no-collide off an emp'ed ship (even if the remains are right on top of them) when they finish building.

Okay... is this the right savegame?  I don't see where anything has been EMP'd.
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Offline Oewyn

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Re: Questions to the community about certain new features.
« Reply #25 on: January 10, 2010, 05:51:12 pm »
There is one enemy at the middle wormhole, on my home planet.

Offline x4000

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Re: Questions to the community about certain new features.
« Reply #26 on: January 10, 2010, 06:02:41 pm »
There is one enemy at the middle wormhole, on my home planet.

Ah -- now I see it, when I make sure and pause the game immediately.  Apparently I already fixed that issue in 2.300, so the guy was dead by the time I was looking for him.  Hooray! :)  I think this was just yet another symptom of the other targeting bug that I fixed, and not having anything to do with paralysis at all.
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Offline x4000

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Re: Questions to the community about certain new features.
« Reply #27 on: January 11, 2010, 04:38:53 am »
9. In 2.300 and a few before, cross-planet attacks were messed up because of cold storage.  They would count down as normal, then nothing would happen.  This should be fixed in 2.600, but can someone confirm?  And if there is still a problem, can someone post a save from right before the cross-planet attack emerges?
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