View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0001021 | AI War 1 / Classic | Suggestion - Campaign Management And Setup | Nov 2, 2010 5:10 pm | Jan 3, 2011 11:45 am | |
Reporter | orzelek | Assigned To | Chris_McElligottPark | ||
Status | closed | Resolution | no change required | ||
Product Version | 4.023 | ||||
Fixed in Version | 4.025 | ||||
Summary | 0001021: Add translocator units category to ships section | ||||
Description | Add new toggle to Ships section of game setup screen to allow disabling of ships that have translocation abilities. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
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The only AI that uses these are the Experimentalist, so this seems like overkill. Just don't play with the experimentalist if you don't like the experimental ships. |
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And this most annoying thing in world named Neinzul Spawner Guard post is also experimentalist only? It seems I really got on the bad side of random gen... |
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The Neinzul Spawner isn't experimentalist only, but I don't recall what that one is able to do -- Keith added that one. Do those have translocation also or something? |
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These emit around 1k Cockroaches (when fully built up I think - less if you prod them more often) that have both parasitic and translocation ability but only 500 hp. These are actual annoyance in a pill that made me add this suggestion. If you have no aoe things around they hurt.. (like whole attack fleet separated, reclaimed and sent back to you - can't really kill 1k of them before they do the bad things). Actual building is also Mass Driver on steroids with free targeting but thats keith's job;) |
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Ah, that's a good point. So the real thing here is "take the translocation away from cockroaches." That ought to solve this, as those are more generally used. |
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Yep - dps of that building makes sure that you target it (125k dps anyone?) and cockroaches are special present from it when you do. If they only parasite your fleet they will be a bit more manageable. |
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Next version: * Neinzul Cockroaches no longer fire translocation shots, as this was overpowered and made offense a lot tougher with them around. |
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BTW, what determines whether a ship can be translocated? I noticed my bomber starships going all over the map but my zenith starships stayed where they were. |
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How big the ship is. |
Date Modified | Username | Field | Change |
---|---|---|---|
Nov 2, 2010 5:10 pm | orzelek | New Issue | |
Nov 2, 2010 5:15 pm | Chris_McElligottPark | Note Added: 0002553 | |
Nov 2, 2010 5:15 pm | Chris_McElligottPark | Status | new => resolved |
Nov 2, 2010 5:15 pm | Chris_McElligottPark | Resolution | open => no change required |
Nov 2, 2010 5:15 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 2, 2010 5:18 pm | orzelek | Note Added: 0002554 | |
Nov 2, 2010 5:19 pm | Chris_McElligottPark | Note Added: 0002555 | |
Nov 2, 2010 5:27 pm | orzelek | Note Added: 0002559 | |
Nov 2, 2010 5:29 pm | Chris_McElligottPark | Note Added: 0002560 | |
Nov 2, 2010 5:29 pm | Chris_McElligottPark | Status | resolved => acknowledged |
Nov 2, 2010 5:35 pm | orzelek | Note Added: 0002561 | |
Nov 3, 2010 2:24 pm | Chris_McElligottPark | Note Added: 0002621 | |
Nov 3, 2010 2:24 pm | Chris_McElligottPark | Status | acknowledged => resolved |
Nov 3, 2010 2:24 pm | Chris_McElligottPark | Fixed in Version | => 4.025 |
Nov 3, 2010 4:06 pm | KDR_11k | Note Added: 0002631 | |
Nov 3, 2010 4:06 pm | Chris_McElligottPark | Note Added: 0002632 | |
Jan 3, 2011 11:45 am | Chris_McElligottPark | Status | resolved => closed |