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Thread: Stellaris - Fully Manual Austerity Hetro Space Capitalism

  1. #3641
    Straight Hustlin's Avatar
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    Any notes for the beta tweaks?

    Sent from my XT1565 using Tapatalk

  2. #3642

    Join Date
    June 23, 2011
    Posts
    215
      Spoiler:
    Here you go:

    ###################
    # Balance
    ###################

    - Buffed Processing Hub to produce Unity

    - Buffed Machine Worlds to 25% robot production output

    - 200 years must pass in-game before a Crisis can occur, up from 150

    - Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.

    - Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research

    - Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)

    - Buffed Devouring Swarm, Purifiers and Exterminators

    - Assimilators can now research most Genetics techs

    - Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops

    - Pops are now assimilated much faster, on a per-planet basis rather than per-species basis

    - Doubled the chance of getting the ""Hotfix"" Warning Signs event

    - Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability

    - Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off

    - Planets now only start repairing at full speed 60 days after bombardment ends

    - Added some armor penetration to Scourge weapons

    - Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface

    - Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare

    - Increased the likelihood of High and Medium probability reward options in Shroud events

    - Increased likelihood of several unique Shroud events granting special boons to fire

    ###################
    # AI
    ###################

    - Fixed a bug where the AI would overprioritize food when food stockpile was not full

    - Sectors now build robots by default

    - Fixed unbidden AI sometimes freezing up when other ED factions spawned

    - Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights

    - AIs will no longer terraform while under crisis attack

    - Fixed AI repeatedly asking player to join in a war they had already declined to join

    - Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe

    - Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire

    - Fixed an issue where the AI would not defend planets it had occupied against enemy attempts to retake it

    - Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles

    - Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away

    - Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines

    - Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend

    ###################
    # Interface
    ###################

    - Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

    ###################
    # Modding
    ###################

    - Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits

    ###################
    # Bugfixes
    ###################

    - Ghost Signal no longer affects Synthetically Ascended empires

    - Fixed Fallen Empires not making demands due to believing they had been defeated in a war

    - Fixed the calculation for winner in democratic election not working correctly in some cases

    - Fleets on passive stance can now be ordered to make manual attacks on mining & research stations

    - Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires

    - Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)

    - Fixed vassals not being able to colonize within their own borders

    - Symbol of Purity is now properly restricted to one per planet

    - Restored old keyboard shortcut for increasing speed

    - Fixed rebel countries sometimes getting one Ethic too many

    - Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations

    - Fixed tributary war demand not working

    - Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups

    - Fixed non-swapped modifier names being used for name-swapped traditions

    - Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance

    - Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them

    - Fixed Psionic Ascension not changing founder species, creating a variety of bugs

    - Fixed cyborgs getting double leader age boost from species and leader trait

    - Fixed the End of the Cycle not properly preying on colonized worlds

    - Fixed some issues with fleet reinforcements for crises

    - Fixed sector colonization setting not working properly

    - Fixed Synthetic Ruler Trait not having an effect

    - Fixed the Machine Uprising not taking control of Military Stations properly

    - Fixed some Warning Signs events potentially reoccurring after a Machine Uprising

    - Machine Empires can no longer research Positronic AI

    - Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals

    - Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.

    - Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built

    - Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction

    - Fixed issues with not being able to repair Megastructures

    - Fixed Decent living standards being available to Assimilating pops

    - Psionic expertise can no longer be given as a trait to Machine scientists

    - Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire

    - Removed duplicate percentage sign in Adaptive Ecology Tradition description

    - Fixed minor color issue in Contingency diplomatic text

    - Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world

    - 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire

    - Species that are set to be assimilated will no longer be targeted by Land Appropriation

    - Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them

    - Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)

    - Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"

    - Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)

    - Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.

    - Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up

    - Fixed CTD when attempting to randomize secondary species name without selecting a portrait first

    - CTD fix when using a mod with duplicate species class

    - CTD fix when using a country that doesn't have a tech module

    - Fixed an overflow error causing purged pops to produce massive amounts of resources

    - Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus

    - Fixed refugees being able to flee to planets under colonization

    - Fixed bio-trophies not being given an organic sanctuary on migration

    - Fix CTD related to modded planet classes


    Use spoiler tags please - Hels
    Last edited by Hels; October 1 2017 at 06:09:23 PM.

  3. #3643
    Super Maderator DonorGlobal Moderator Hels's Avatar
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  4. #3644
    Bentguru's Avatar
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    Quote Originally Posted by Hels View Post
    excellent

  5. #3645
    Nobody_Holme's Avatar
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    GET GLUBBED.

  6. #3646
    Bentguru's Avatar
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    April 25, 2011
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    So I had some fun playing as a driven assimilator, then I hit the midgame where there was nothing to do but grind out soulless wars against large federations and the fun evaporated as it always does in stellaris.

    Hopefully they will focus on making warfare interesting in the next patch

  7. #3647
    Straight Hustlin's Avatar
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    Quote Originally Posted by Bentguru View Post
    So I had some fun playing as a driven assimilator, then I hit the midgame where there was nothing to do but grind out soulless wars against large federations and the fun evaporated as it always does in stellaris.

    Hopefully they will focus on making warfare interesting in the next patch
    Agreed. Not just the combat, but the politics around it too; mechanics like 'threaten war' and 'enforce peace' in eu4, more wargoals like dissolve federations/alliances, enforce rights for pops (&AI), liberate pops or factions.

    Also they really need to figure out what the fuck they want missiles to be, as they are pointless as ever against anyone with even the slightest amount of PD. My preferred solution would be to see them as being very powerful against Hull points, but weak on shields/armor and considerably longer ranged, more evasive & more hp; to bring the offense/defense equation more in line with the other weapon systems; a handful of picket ships should not complete void a weapon type. And do the reverse of what they did to swarmer missiles and make them very high evasive instead of this small, pointless bonus to shield & armor damage. They also really need to incorporate what modders have been doing with the ship combat computer parts to make them customize the behavior of the ship instead of just being progressively stronger components.

    Some more flavor with carrier options would also be nice.

  8. #3648
    Steph's Avatar
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    I am still pissed that ship hulls and thus computers are pigeonholed into rigid roles, which is a design decision that gets more retarded the more you think about it.
    Quote Originally Posted by QuackBot View Post
    Canadians are usually cooler.
    Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal

  9. #3649
    Caldrion Dosto's Avatar
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    Why cant they just bribe CCP and just port EVE onto this with full ship designs, slot layouts races/bloodlines etc etc. And we will have an actually interesting game.

  10. #3650
    Super Maderator DonorGlobal Moderator Hels's Avatar
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    Isn't there a mod for that.

  11. #3651
    Movember 2011 RazoR's Avatar
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    Quote Originally Posted by Hels View Post
    Isn't there a crutch for that.
    fyp

    at this point i'd be happy with EU4 combat tbh

  12. #3652

    Join Date
    June 23, 2011
    Posts
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    Apparently PDX will be moving to patch 1.8.2, to fix some bugs that were introduced by 1.8.1. In addition, they have some more fixes/changes (not inclusive of what was broken under 1.8.1):

      Spoiler:
    ###################
    # Balance
    ###################

    Increased the distance at which empires are forced apart in random setups
    Changed the shape of ring galaxies to have a thicker ring, fixes many generation bugs (such as Fallen Empires not appearing) associated with them
    Contingency ships now use energy lances instead of Arc Emitters
    Reduced the rate of Contingency reinforcment fleets somewhat
    It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
    Buffed Processing Hub and Hive Node buildings to produce Unity
    Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
    Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings

    ###################
    # AI
    ###################

    Fixed some issues with sector AI not properly prioritizing tile resources when told to
    Fixed AI Machine Empires ceasing to build armies under some circumstances

    ###################
    # Bugfixes
    ###################

    Breaking a guarantee no longer creates a bilateral truce
    Disabled Selected Lineages techs for Assimilators
    Organic sanctuaries are now properly assigned to primitives when conquered
    Fixed some Fanatic Purifier dialogue referring to the wrong empire
    Planets in outliner are now properly sorted by distance to capital in all circumstances
    It is no longer possible to declare on the tributary of an empire that you have a truce, non-aggression or other war-blocking status with
    Fixed stacking -%unrest modifiers that added up to more than 100% reduction resulting in a negative modifier that applied massive unrest
    Hive Minds can no longer use the decadent trait
    Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
    Neuro-Electric Amplifier building is now available in habitats
    Uplink Node building can now be upgraded in habitats
    Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
    Fixed an OOS when some player(s) have Plantoids DLC while others don't
    Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
    Fixed Determined Exterminators not getting the Autonomous AI tradition swap
    Fixed Synthetically Ascended empires being unable to assimilate cyborgs

  13. #3653

    Join Date
    June 23, 2011
    Posts
    215
    1.8.2 is no officially released. Changelog below.

      Spoiler:
    ###################
    # Balance
    ###################
    - Increased the distance at which empires are forced apart in random setups
    - Changed the shape of ring galaxies to have a thicker ring, fixes many generation bugs (such as Fallen Empires not appearing) associated with them
    - Contingency ships now use energy lances instead of Arc Emitters
    - Reduced the rate of Contingency reinforcment fleets somewhat
    - It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
    - Buffed Processing Hub and Hive Node buildings to produce Unity
    - Buffed Machine Worlds to 25% robot production output
    - 200 years must pass in-game before a Crisis can occur, up from 150
    - Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
    - Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
    - Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
    - Buffed Devouring Swarm, Purifiers and Exterminators
    - Assimilators can now research most Genetics techs
    - Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
    - Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
    - Doubled the chance of getting the ""Hotfix"" Warning Signs event
    - Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability
    - Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
    - Planets now only start repairing at full speed 60 days after bombardment ends
    - Added some armor penetration to Scourge weapons
    - Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface
    - Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
    - Increased the likelihood of High and Medium probability reward options in Shroud events
    - Increased likelihood of several unique Shroud events granting special boons to fire
    - Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
    - Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings

    ###################
    # AI
    ###################
    - Fixed some issues with sector AI not properly prioritizing tile resources when told to
    - Fixed a bug where the AI would overprioritize food when food stockpile was not full
    - Sectors now build robots by default
    - Fixed unbidden AI sometimes freezing up when other ED factions spawned
    - Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
    - AIs will no longer terraform while under crisis attack
    - Fixed AI repeatedly asking player to join in a war they had already declined to join
    - Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
    - Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
    - Fixed an issue where the AI would not defend planets it had occupied from enemies from being taken back
    - Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles
    - Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
    - Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
    - Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend
    - Fixed AI Machine Empires ceasing to build armies under some circumstances

    ###################
    # Interface
    ###################
    - Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

    ###################
    # Modding
    ###################
    - Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits
    - Added support for species archetypes to inherit their trait points from another archetype

    ###################
    # Bugfixes
    ###################
    - Breaking a guarantee no longer creates a bilateral truce
    - Disabled Selected Lineages techs for Assimilators
    - Organic sanctuaries are now properly assigned to primitives when conquered
    - Fixed some Fanatic Purifier dialogue referring to the wrong empire
    - Planets in outliner are now properly sorted by distance to capital in all circumstances
    - It is no longer possible to declare on the tributary of an empire that you have a truce, non-aggression or other war-blocking status with
    - Fixed stacking -%unrest modifiers that added up to more than 100% reduction resulting in a negative modifier that applied massive unrest
    - Hive Minds can no longer use the decadent trait
    - Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
    - Neuro-Electric Amplifier building is now available in habitats
    - Uplink Node building can now be upgraded in habitats
    - Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
    - Fixed an OOS when some player(s) have Plantoids DLC while others don't
    - Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
    - Fixed Determined Exterminators not getting the Autonomous AI tradition swap
    - Fixed Synthetically Ascended empires being unable to assimilate cyborgs
    - Ghost Signal no longer affects Synthetically Ascended empires
    - Fixed Fallen Empires not making demands due to believing they had been defeated in a war
    - Fixed the calculation for winner in democratic election not working correctly in some cases
    - Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
    - Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
    - Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
    - Fixed vassals not being able to colonize within their own borders
    - Symbol of Purity is now properly restricted to one per planet
    - Restored old keyboard shortcut for increasing speed
    - Fixed rebel countries sometimes getting one Ethic too many
    - Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations
    - Fixed tributary war demand not working
    - Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
    - Fixed non-swapped modifier names being used for name-swapped traditions
    - Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
    - Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them
    - Fixed Psionic Ascension not changing founder species, creating a variety of bugs
    - Fixed cyborgs getting double leader age boost from species and leader trait
    - Fixed the End of the Cycle not properly preying on colonized worlds
    - Fixed some issues with fleet reinforcements for crises
    - Fixed sector colonization setting not working properly
    - Fixed Synthetic Ruler Trait not having an effect
    - Fixed the Machine Uprising not taking control of Military Stations properly
    - Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
    - Machine Empires can no longer research Positronic AI
    - Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
    - Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
    - Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
    - Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction
    - Fixed issues with not being able to repair Megastructures
    - Fixed Decent living standards being available to Assimilating pops
    - Psionic expertise can no longer be given as a trait to Machine scientists
    - Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
    - Removed duplicate percentage sign in Adaptive Ecology Tradition description
    - Fixed minor color issue in Contingency diplomatic text
    - Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
    - 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
    - Species that are set to be assimilated will no longer be targeted by Land Appropriation
    - Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
    - Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
    - Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
    - Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
    - Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.
    - Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
    - Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
    - CTD fix when using a mod with duplicate species class
    - CTD fix when using a country that doesn't have a tech module
    - Fixed an overflow error causing purged pops to produce massive amounts of resources
    - Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
    - Fixed refugees being able to flee to planets that are occupied, under bombardment or under colonization
    - Fixed bio-trophies not being given an organic sanctuary on migration
    - Fix CTD related to modded planet classes

  14. #3654
    Kraken's Avatar
    Join Date
    July 31, 2013
    Posts
    1,151
    the notes say "- Buffed Devouring Swarm, Purifiers and Exterminators"
    Is that a general buff to do with things like: "- Buffed Processing Hub and Hive Node buildings to produce Unity"
    or was there something more specific? otherwise why mention it twice effectively?

    ooh a bug already.
    Hover over devouring swarm, it says for me at the bottom:
    "Ship cost reduced by 15%
    increased by 33%"

    Im presuming it should say naval capacity?
    Edit again- exterminators also just have Increased by 33% under the shipcost reduction
    Last edited by Kraken; October 11 2017 at 08:23:04 PM.

  15. #3655

    Join Date
    June 23, 2011
    Posts
    215
    1.8.3 patch release. Notes:

      Spoiler:
    - Fixed being able to give orders to fleets you did not own in some cases
    - Fixed nanite assemblers tech not being available to machine empires due to disabling positronic AI for them
    - Fixed busted tooltip for Purifiers, Swarm and Exterminators
    - Fixed devouring swarm opinion penalty being broken
    - Fixed empires with Evolutionary Mastery being unable to de-assimilate Hive Mind pops
    - Fixed the Voight-Kampff achievement not being able to fire due to a missing event

  16. #3656

  17. #3657

    Join Date
    April 10, 2011
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    I know, why don't we make it so you need to build a starbase on every moon in the system and then keep them fueled to claim sovereignty.

  18. #3658
    Shaikar's Avatar
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    Those sound like some pretty good proposals

  19. #3659
    dzajic's Avatar
    Join Date
    June 15, 2011
    Posts
    4,083
    Starbases and fleet size cap (unannounced yet, seen in screenshots) are nice.
    Spam structures in every single system... Dude why? So if a have a empty system with 2 energy that would otherwise be inside my border I have to send constructor to it, and every single such system?
    Only thing I can think of with their current proposal to salvage it would be to a) add ability to "paint" map with build orders and b) for systems that re right next to your borders to make the outputs both dirt cheap and very fast to build.

  20. #3660
    Steph's Avatar
    Join Date
    April 10, 2011
    Location
    Canadia
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    9,210
    Wow, a per-fleet ship limit. I guess Wiz wasn't paying attention to every single forum thread where that idea was brought up and then dismissed because you can still make doomstacks by ordering your fleets to follow each other.

    Doomstacks aren't the problem, they're a symptom. The real problem is the war mechanic.
    Quote Originally Posted by QuackBot View Post
    Canadians are usually cooler.
    Thermonuclear Banana Split - A not-really-weekly Eclipse Phase campaign journal

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