V3 Borg
You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
posted on December 17th, 2008, 3:19 am
Just played my first game, Christmas come early indeed.
Anyway I was playing borg and I just had a few little niggles.
1) If you cancel the modules your adding and start again you don't get the resources back you put in.
2) I captured a Fed repair ship and it restored my cubes health in about 5 seconds should really take a little longer than that.
3) Not being able to place your resource collector is a little annoying, the first one I built was built too close to the moon so the freighters couldn't get in it so I had to decommission it and build another.
Apart from that top job
Anyway I was playing borg and I just had a few little niggles.
1) If you cancel the modules your adding and start again you don't get the resources back you put in.
2) I captured a Fed repair ship and it restored my cubes health in about 5 seconds should really take a little longer than that.
3) Not being able to place your resource collector is a little annoying, the first one I built was built too close to the moon so the freighters couldn't get in it so I had to decommission it and build another.
Apart from that top job

posted on December 17th, 2008, 4:51 am
Yep we are working on a better way to cancel modules and getting your money back. Thats just not possible with the current version and requires additional coding.
Aye, we also noticed that. repair ships will propably get a change in 3.1 to work a bit different
Hm, i liked the way to drop resource nodes, but perhaps we will add the ability to select the target where to create it, i put it on todo
Aye, we also noticed that. repair ships will propably get a change in 3.1 to work a bit different

Hm, i liked the way to drop resource nodes, but perhaps we will add the ability to select the target where to create it, i put it on todo
posted on December 17th, 2008, 1:40 pm
speaking of ressource nodes. i was playing with the borg and another borg AI, and watched the other base for a while. it seems the AI actually builds the nodes and are not just set with the collector. why the difference for the player?
posted on December 17th, 2008, 1:49 pm
i think its because of the ai, its used to build stations like station, the instand appearance by click should need some changes in the ai scripts. same goes with the collectiv uplink, in the current version the ai seems to use them linke real yards. i guess the ai realy realy liked its yards 

posted on December 17th, 2008, 2:34 pm
yep, the borg ai plays slightly differently then the player (although balancing applies to it the same). thats just because the original armada AI is very undynamic about new features and behaivors. we are working on a new one
posted on December 17th, 2008, 7:14 pm
I've also noticed something. While the AI borg's Collective Uplink is multi use, and the vessels take time to build, the opposite is true with the humans. Also, why is that?
posted on December 17th, 2008, 7:15 pm
Optec wrote:yep, the borg ai plays slightly differently then the player (although balancing applies to it the same). thats just because the original armada AI is very undynamic about new features and behaivors. we are working on a new one
Covers all questions, really.
posted on December 18th, 2008, 2:00 pm
i understand why the borg are the way they are because when your building your custom ship your actually using a changeodf command special weapon thing which the AI is to basic to understand as it just runs from a buildlist so does the same thing everytime and would never build anything otherwise...
(by the way can't you make the cancel button different for each time you click an upgrade (yhea i knwo that means a lot of .odf creation) and then work out how much they would of spent to get there and then just make the values minus for it to give resources back?
AND I AM STRONGLY FOR US BEING ABLE TO CHOOSE WHERE TO BUILD OUT RESOURCE NODE BECAUSE WITH THE SHIP PLACING IT, IT JUST DRIVES ME CRAZY TRYING TO GET THE ANGLE RIGHT.
(by the way can't you make the cancel button different for each time you click an upgrade (yhea i knwo that means a lot of .odf creation) and then work out how much they would of spent to get there and then just make the values minus for it to give resources back?
AND I AM STRONGLY FOR US BEING ABLE TO CHOOSE WHERE TO BUILD OUT RESOURCE NODE BECAUSE WITH THE SHIP PLACING IT, IT JUST DRIVES ME CRAZY TRYING TO GET THE ANGLE RIGHT.
posted on December 18th, 2008, 2:09 pm
*noted* 

posted on December 18th, 2008, 2:12 pm
Optec wrote:*noted*
sorry optec i know you said you liked the way it works :S but hey we still love you guys

posted on December 19th, 2008, 7:11 am
I have a question about borg mix-tech: I manage to capture a federation construction ship and build a yard, but that yard has no build button.
I'm missing something or what ? Can someone explain to me how mix-tech works for borg ? Thanks.

posted on December 19th, 2008, 7:58 am
OK, I found this post by Optec:
"instead of a mixed tech yard the Borg may build an Adaption Matrix (that acts as a repair station for assimilated vessels by the way. The Borg do not feature nor need repair yards). Once an Adaption Matrix of a specific race is present, Adaptors may be equipped with an Adaption Module of this race. The Adaption Module greatly reduces damage taken and increases damage dealt to vessels of this race. In Addition there is a chance to cause shield failures on hits (simulating shield-breaking weaponry)."
That explains some things, but where is the adaption module ?
"instead of a mixed tech yard the Borg may build an Adaption Matrix (that acts as a repair station for assimilated vessels by the way. The Borg do not feature nor need repair yards). Once an Adaption Matrix of a specific race is present, Adaptors may be equipped with an Adaption Module of this race. The Adaption Module greatly reduces damage taken and increases damage dealt to vessels of this race. In Addition there is a chance to cause shield failures on hits (simulating shield-breaking weaponry)."
That explains some things, but where is the adaption module ?
posted on December 19th, 2008, 8:13 am
only certian ships can have them like an Assimilator for instance but a scout cube cant...
you have to capture the ship first, hit that weird capture technology button, then hit build and build your repair yard and then it will show up as an option on certian ships when your building them from the node stage...
for each race you capture you will need to be a repair yard for the right module to show up... so if ya capture all 4 races your need four yards, one of each...
you have to capture the ship first, hit that weird capture technology button, then hit build and build your repair yard and then it will show up as an option on certian ships when your building them from the node stage...
for each race you capture you will need to be a repair yard for the right module to show up... so if ya capture all 4 races your need four yards, one of each...
posted on December 19th, 2008, 9:34 am
OK, thanks man, This game is so complex now, we really need a manual. 

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