Quick Issue/nice Mod
Post ideas and suggestions on new features or improvements here.
posted on December 21st, 2006, 1:26 am
Last edited by Binks on December 21st, 2006, 3:45 am, edited 1 time in total.
Hey, been watching this mod for a while, looks awesome (can't wait to play as borg in the release) and I just downloaded the pre-release and finished playing as all the races. I noticed a quick...kinda bug, kinda exploit, kinda something else with the hyperspace artillery ship.
It's weapon's recharge is based on special energy, all well and good, until you start building those C-11 (I think) support ships that have an energy recharge special ability at level 1. The problem is that with a small number of those ships (3-4) and the artillery in the same area you can rapid fire the artillery every 5 seconds, which is less destructive than most bugs like that would be, but is still quite powerful. I was able to set up my 5 ships fleet (4 rechargers and 1 arty) behind a wall of heavy ships and simply bombard the enemy into oblivion, with no real recourse being available to them (as my first target was their fleet, second was their shipyards). Not sure if this would work in multiplayer but against the AI it's pretty much unstoppable.
Well now that I've complained a little I do have to say this is by far the best mod for A2 out there. Future something comes close because it's ships are fun but this mod looks great and plays so differently from A2 that's it's practically another game
.
(Oh, and that Dominion thing with switching miners to builders, and the Klingon switching miners to warships, that's just plain cool.)
EDIT: Did a little more playing around and thought I should post what I found in here rather than a new post or thread.
It's kinda annoying how miners work, at least on the dominion side. I did an experiment, the supply base a little ways from the moon, a standard drop off place next to the moon, ordered all miners to mine for the supply base, they went to the standard base because it was closer. Basically they're not remembering where they're supposed to drop their stuff off. Minor issue (nyak nyak nyak) but thought I should mention it as I saw someone else post something about something like this.
EDIT: Just realized that this is what happens in regular Armada as well, earlier I had assumed that it worked in regular. Would be nice if you guys could figure out some way to do this as it would be nice to be able to have regular and supply miners on the same moon...
I must say though, I like how balanced the supply stations are. I expected them to cost more resources per supply or very much less, to be unbalanced basically, but after doing the math they're only 8 supplies more efficient, an advantage, but not a game breaker. (What I mean is that, for the same resources you get 8 less supply if you buy from a base than drop them at supply stuff).
Just thought I'd throw these out there, it's a great game and I look forward to seeing the release to see what the release will be like
It's weapon's recharge is based on special energy, all well and good, until you start building those C-11 (I think) support ships that have an energy recharge special ability at level 1. The problem is that with a small number of those ships (3-4) and the artillery in the same area you can rapid fire the artillery every 5 seconds, which is less destructive than most bugs like that would be, but is still quite powerful. I was able to set up my 5 ships fleet (4 rechargers and 1 arty) behind a wall of heavy ships and simply bombard the enemy into oblivion, with no real recourse being available to them (as my first target was their fleet, second was their shipyards). Not sure if this would work in multiplayer but against the AI it's pretty much unstoppable.
Well now that I've complained a little I do have to say this is by far the best mod for A2 out there. Future something comes close because it's ships are fun but this mod looks great and plays so differently from A2 that's it's practically another game

(Oh, and that Dominion thing with switching miners to builders, and the Klingon switching miners to warships, that's just plain cool.)
EDIT: Did a little more playing around and thought I should post what I found in here rather than a new post or thread.
It's kinda annoying how miners work, at least on the dominion side. I did an experiment, the supply base a little ways from the moon, a standard drop off place next to the moon, ordered all miners to mine for the supply base, they went to the standard base because it was closer. Basically they're not remembering where they're supposed to drop their stuff off. Minor issue (nyak nyak nyak) but thought I should mention it as I saw someone else post something about something like this.
EDIT: Just realized that this is what happens in regular Armada as well, earlier I had assumed that it worked in regular. Would be nice if you guys could figure out some way to do this as it would be nice to be able to have regular and supply miners on the same moon...
I must say though, I like how balanced the supply stations are. I expected them to cost more resources per supply or very much less, to be unbalanced basically, but after doing the math they're only 8 supplies more efficient, an advantage, but not a game breaker. (What I mean is that, for the same resources you get 8 less supply if you buy from a base than drop them at supply stuff).
Just thought I'd throw these out there, it's a great game and I look forward to seeing the release to see what the release will be like

posted on December 21st, 2006, 7:19 am
Nice ideas!
I had the problem with the dominion miners too, its pretty annoying, so i just sold the supply station and bought supply for resources like all the other races do. That should be fixed of course, i think its not very hard to do it, just time costy (just like my suggestions in another topic) wish i could help them somehow to make this game perfect, as its already ways better than Original Armarada 2, and its only a PR version...
I had the problem with the dominion miners too, its pretty annoying, so i just sold the supply station and bought supply for resources like all the other races do. That should be fixed of course, i think its not very hard to do it, just time costy (just like my suggestions in another topic) wish i could help them somehow to make this game perfect, as its already ways better than Original Armarada 2, and its only a PR version...

posted on December 26th, 2006, 10:04 am
The Artillery has been fixed
Units which read "special energy symbolizes reload status.." are not affected by special energy recharge abilities 


posted on December 26th, 2006, 10:38 am
Last edited by DOCa Cola on December 26th, 2006, 11:35 am, edited 1 time in total.
I've found that the vast majority of maps are resource rich, so when playing the Dominion, I just find an isolated resource moon and put a supply base with two or three miners there in addition too the two moons I start with (I also build two mining outposts to speed up resource gathering, one close to each type of moon instead of one right between them.)
posted on December 26th, 2006, 6:39 pm
2 bases means twice the recourses.
posted on December 26th, 2006, 7:16 pm
I think the best is 1 refinery as close to the moon as poosible and 3 miners for it. That gives 100% yield i think. (so that means 2 refineryes and 6 miners for a dilithium and a tritanium moon)
posted on December 27th, 2006, 5:21 pm
I thought 4 miners is 100%...
posted on December 28th, 2006, 8:00 am
Well i usually play with gamespeed=4 but try it! Build a refinery as close to a dilithium or tritanium moon as possible, then send 2 miners on the moon! 1 miner is already there as you get it when building the refinery. Only 1 miner can mine a moon at the same time, others just orbit, and cos of that:
u just have to watch, they orbit the moon one of them is harvesting it, then its going to the refinery to drop off the ores. 2 remaining in orbit, 1 is harvesting, usually just like around when the 1st ship gets back from the refinery to orbit, the second one just heads out to the refinery, but if its moving out earlyer, its the 3rd miner still there who will mine till the 1st gets back to orbit, and it works like that till the ends of time, there will be always a miner in orbit with empty cargo wich will mine as soon as the other left, thus the moon is being harvested all the time without a stop, that means 100% yield to me
u just have to watch, they orbit the moon one of them is harvesting it, then its going to the refinery to drop off the ores. 2 remaining in orbit, 1 is harvesting, usually just like around when the 1st ship gets back from the refinery to orbit, the second one just heads out to the refinery, but if its moving out earlyer, its the 3rd miner still there who will mine till the 1st gets back to orbit, and it works like that till the ends of time, there will be always a miner in orbit with empty cargo wich will mine as soon as the other left, thus the moon is being harvested all the time without a stop, that means 100% yield to me

posted on December 28th, 2006, 5:52 pm
Well i usually play with gamespeed=4 but try it! Build a refinery as close to a dilithium or tritanium moon as possible, then send 2 miners on the moon! 1 miner is already there as you get it when building the refinery. Only 1 miner can mine a moon at the same time, others just orbit, and cos of that:
u just have to watch, they orbit the moon one of them is harvesting it, then its going to the refinery to drop off the ores. 2 remaining in orbit, 1 is harvesting, usually just like around when the 1st ship gets back from the refinery to orbit, the second one just heads out to the refinery, but if its moving out earlyer, its the 3rd miner still there who will mine till the 1st gets back to orbit, and it works like that till the ends of time, there will be always a miner in orbit with empty cargo wich will mine as soon as the other left, thus the moon is being harvested all the time without a stop, that means 100% yield to me
True, but I observed that there is a slight gap between the one leaving and the one coming, and adding another miner eliminated that gap. I figure that 3 miners=90-95% max income, so it really doesn't make that much difference.
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