![]() Fixed a bug where the wrong capitalship/frigate could be built by a Minor Faction if both the construction frigate and factory had previously been destroyed.Fixed bug where the "Send Envoy" quest was being trivially completed.Fixed bug where the first Minor Faction lab you capture doesn't count towards your total.Fixed bug where Minor Faction capital ships count towards your total labs as Vasari Loyalist.Fixed bug where a player could own Minor Faction construction ships.Fixed bug where structures created by a buff in the orbit of an Minor Faction planet would assume the Minor Faction's ownership index (e.g.The Minor Faction's constructors likewise now properly self-destruct in that situation as well. Fixed partially built Minor Faction structures not being scuttled when the planet became unowned.Minor Faction created structures shouldn't contribute to the owner player stats). Fixed incorrect player stats being tallied for structures (e.g. ![]() when they kill units they don't contribute to the owner player stats). Fixed incorrect player stats being tallied for Minor Faction and Rampant Militia units (e.g.normal salvaging now correctly refunds 30% instead of 9%). Fixed a bug in scuttling that caused the salvage percentage to be applied twice (e.g.Minor Factions now have occupy all resource asteroids for the default planet definitions.Changed Scrap For Parts ability to refund 60/75/90% of the targeted ships' build cost rather than give credits per fleet supply.If there are enemy dps units/structures in the gravity well, every other pirate ship will engage those first before raiding tradeships. Only Pirate Rogues now place tradeships at the top of their target priorities.This allows them to be more effective at raiding the enemy defenses. Pirates no longer stay in a fleet when they arrive at their target planet. ![]() NPC, Rampant Militia, and Minor Faction ships will now upgrade their abilities as they gain experience (if they have abilities to upgrade).Of course, as they said, any new planets you need to dev them to a level where it does not cost more resources to maintain. But dont worry, as long as you keep building your defences up the whole time and adjust to building threats you scout out you will be just fine.most of the time. Ussualy in the highest difficulties 4+ AI beat me, granted I play on a full map and max difficulties by default. after this its a race for the first titan. ![]() scouting is huge, you have to know where and who is building agression to you and muster everything to counter it. Once you have a decent one built, build some ships, go out with your cap and start claiming other planets near by if possible and start building your econ. while building starbase research other defences such as repair platforms. Dont build anything else cause you will need the money for this assuming there will be at lest 2 choke points. Scout out, pick out the best local planets and chose a choke point you know the enemy will have to go through first. This works even on the hardest of difficultys. SoA2 makes static defenses a tenuous proposition at best, as starbases do not gain shield strength comparable to firepower increases) so be careful about step 2. Also, some mods change greatly the effectiveness of defenses (i.e. In stock sins it's important to not build too many capital ships too, since they kill your exp rate (capital ships share XP, so having several in the same gravity well makes them level up more slowly high-level capitals are what make them worth the cost). The cost to upgrade planetary development (although you typically want 2 upgrades) gives pitiful rewards compared to the They are ridiculously OP, especially if you can get a really long line of them (basically they make more money the longer your trade route is, which is based on the longest possible trade route without shortcuts such as a circle only being half as long as an equivalent-length line). In stock sins, if you're playing on a large map it's basically a three-step process for people who like researching and eco-building rather than rushing.ġ.) Build a fleet and grab a bunch of resource-heavy planets maintain a decent fleet in order to more-quickly seize planets and maintain a mobile defense force.Ģ.) Turtle up, building starbases/defenses in your territories and make sure you can adequately defend a territory while simultaneously launching an attack (this may require a second fleet, but ideally you should be able to at least hold out long enough to launch a successful attack before turning around).ģ.) Trade ports.
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