I find myself disagreeing with the advice we are given. On Normal I just killed the brainwhale at the first ambush site. I had no cruisers built at the time we were told it would be to late if we didn't already have Artemises ready to go--and the force that took it out had no Artemises in it. It was pure Nemesis cruisers. I vectored them to the NW corner of the ambush site. Two of them were in position to fire by the time the brainwhale came into range. I
LorenPechtel
[quote who="May1010" reply="16" id="3720126"] I was naive enough to think that my new ASUS gaming laptop will be able to handle to over 15K frigates in one army without any trouble. Man i was wrong, and now i found out it's not just me but pretty much a common problem. I will upgrade my hardware and will wait for the wemod version of the game. [/quote] I don't think it's a case of the
[quote who="fantstc1" reply="12" id="3720094"] oh, make sure your drivers are up to date too. [/quote] New card--the installer updated the drivers.
[quote who="edward14" reply="10" id="3720044"] Just for kicks, I loaded a save game, crushed the AI at 14k, then hit keep playing until I had about 20k frigates and told them all to attack move at the same time. It crashed. Very sad. [/quote] Yup, the crashes have always been when I had a lots and lots of frigates on the move--sitting still doesn't crash. How could you command 20k units at once? I find there's a limit of how many are selectable that's far, far lo
I'm pretty sure it is an i7. It was a pretty good one when I bought it.
64gb of ram, I'm not running out. I forget the processor, it's a few years old.
It's not the graphics card. I finally found a good price on a 1080, tried a 14-player free-for-all. Two AIs were left when the game went boom.
[quote who="HighrollinAC" reply="4" id="3716232"] This, 1000x. Nothing worse than having a poorly placed orbital strike that you can escape from, but can't because the whole army has to advance before it turns around. Side note, this is fixed by ungrouping the army, but it's a total pain. [/quote] Yup, this is another reason you might want to retreat even while taking fire in the process.
If it were just a chase across the map I would agree with you. However, when other forces are involved retreating can be useful. It's also useful when the threat can't move--I want to pull back out of the range of those base defenses! Pursuit might also be impossible due to terrain. I'm simply after the ability to do a force-move to a location.
Apparently the authors of this game don't know what this word means. It's extremely hard to get an army to run away. It would prefer to suicide against a vastly superior force.
Factories can be set to repeat a build queue. Armies have the nice feature that the unit will be sent to the army--but they don't have repeat build. Oversight?
I was closing in on his Nexus with an army consisting mostly of Artemis and Apollo cruisers. The units that the AI usually has at home started to come out--then went back--and out and back. This kept up until they were dead--they never got close enough to fire a shot. It's possible this was a visibility issue somehow as aircraft were also showing up and getting blown out of the sky, but if so the timing was surprising. I was within one of his regions but all the buil
[quote who="centaurianmudpig" reply="6" id="3705436"] Engineers queue can be interrupted if they travel to a building (were construction is started but not finished) and the building disintegrates before the engineers resumes construction. It will then sit and wait, while other building are still queued (as identified by the building ghost outlines), until you intervene. [/quote] This is the reproducible case I've seen but I have seen it happen without such a gho
I've seen the stuck engineer bit happen but only in combat areas. I think it has to do with the building taking damage before completion or something along those lines. It appears to be guaranteed to happen if you order an engineer to finish a building and then do something else but the building is destroyed before the engineer gets there--it arrives and forever attempts to carry out it's mission.
Take an engineer, select a building and try to place it on the central building of the region, perhaps with something like a ctrl-click. The engineer builds the build in the closest spot to that center that it can and then continues to do so until stopped or until the region is full. This would mostly be for quanta generators and refineries but I see no reason to prohibit other buildings.
I have to connect everything else to get the resources, why don't I have to for turinium? There were two nodes on the map that I had no hope of connecting for a long time to come. I took them anyway simply to deny them to the AI--and got critical mass before I had any encounter with half the AIs other than in taking those nodes.
I didn't figure it was the game as such. I was wondering if a thousand+ frigates + an old 1gb video card might be a problem.
For a second time I tried to defeat the AI with nothing but frigates (and guns for defense.) Both games ended the same way--a crash. It's never crashed in any other situation. I've got tons of RAM , could my older video card be the culprit?
Snatching victory from the jaws of defeat. I killed the last AI 3 ticks (I don't know the interval on the turinium counter) before critical mass. (However, it would have been my victory by critical mass, nothing special. It just got me thinking if it was the other way around.) Related would be a turinium victory when you're about to lose your nexus.
When an army is composed of units with different ranges it will close on it's target until everything can engage. Typically that is the correct approach but it doesn't understand bombardment weapons. If an army can take a fixed target under fire while not taking return fire it should stay at that range until everything fixed and in range is gone. Note that this means that the AI is completely incapable of making reasonable use of the bombardment dreadnought. The AI n
[quote who="MindlessMe" reply="1" id="3699238"] I've encountered the same thing in a few cases. I feel like it's a combination of the way pathing works and also unit formations. [/quote] It's not unit formations--a lone juggernaut has this problem. Also, the problem only exists when you can't see something in front of you and there's no open space there--almost always only when climbing onto a plateau. Find an open square and you can move to it.
Most skirmish maps have the nexi on plateaus. In many cases every possible build square gets used. If you have neither radar nor vision on the plateau it's very hard to get a juggernaut to go up there. It appears that the juggernaut is refusing to move to a square that's occupied by something you can't sense. It just sits there, taking fire if the defenders have anything that can do ballistic fire. If there isn't orbital protection you can do a scan and then it
Just hit it again in a different situation. I had a couple of juggernauts that smashed an AI force near a region center. Kaboom. The thing is the region was not my objective and the juggernauts never entered the area the weapon hit, the force that got smashed simply happened to be in range of their rockets. (Not that the AI's mistake mattered--I didn't care about the region because I was going for his nexus.)
Perhaps in general, but I certainly would have preferred to defend the next region in the chain rather than the one it was obsessed with. (The difficulty of dealing with the next one was why I had walled him off that way.) The next one had gobs of terrain advantages for the AI, while the one in question gave me gobs of terrain advantages. Anyway, my point in posting it is that the AI is apparently looking only at losses, not what it might gain from the orbit
(vs Normal AI) I had taken and heavily fortified a region--it was a chokepoint, the AI behind it could be ignored until I had dealt with the others. My guns just reached to the center of the next region. The AI of course kept engaging in futile attacks. What was surprising is the number of times I saw it fire orbitals at it's region. Apparently it saw all the dying units as an indication that I was attacking the region and it was attempting to nail my forces.