Holy crap MOMO, just keeps getting better and better. Only thing is that I still keep hoping for different types of missiles with diff speed/power, just to add one more layer :) Can't get enough, and can't wait for the next update, for even more amazing fighting goodness
its live , build 27, 5 new ships, (3 of them carriers) :) new endgame map, lots of bug fixes. im thinking the same. a couple different missiles, maybe ones that self seek closest target. also, im gonna make emp short out missiles, so they just go off in different directions. will really make those emp utilities much more valuable. same with magwebs, but they will just slow them.
Was it intentional to have the officers constantly reload? I can put on my auto-target, select "list pirates" then leave the room, and will never stop getting pirate captains reloading one after another.... just wondering if that was intended when pirate respawn is turned on in custom game
Absolutely amazing adding the varies kill objectives. The trade is still too easily exploited I feel though. At the very beginning I can mine a couple of times and then go to various sectors until I can exploit a sizable trade difference and then amass 100's of thousands in relatively short time, all without ever battling anyone. So, while I'm not sure how popular it will be among those who love to do what I just mentioned, I think if pirates are guarding a warp gate, you shouldn't be able to use it / can't use a warp gate if under attack. This would increase slightly the difficulty at the beginning in exploiting the trade system
the default galaxy is EASY mode, try fooling with the galaxy editor... you will find it very challenging. you can set up the shops so that the prices variance is small, and tuff to make money with trading. i like the locked warp gate idea :) i may just do that as another galaxy option.
alos if going to hit up trade very early (prior to finishing the 1st/2nd sectors pirates) just install the initial afterburner for speed increases. no weapons are needed due to the initial pirates at the warps being very weak
One hint for all those starting up, the early few sectors initial pirates surrounding the warp portals are very weak and can be ignored for purposes of traveling to the different few bases/sectors and taking an inventory of their utility and trade prices and items. Then trade between the bases/sectors for very fast profits relative to initial mining
It would be great if it were possible for the autopilot to keep the ship moving while attacking, like the enemy, when you stop dead, you're a sitting duck for bullets and missiles
I must be missing something, but is there an explanation of the damage done by lasers? I have 3 lasers equipped with 25 dmg / cycle, and will hit the enemy for 6 dmg.... it varies widely, just wondering if I'm missing if the dmg system is explained
The game is actually pretty easy with a command of around 9-10 and fill it with lich's. Equip Lich, Skeleton Giant, and skeleton abilities early for a Command bonus of 4. Then use lightening storm as ability after summoning as many lichs as possible. Even Demon Spawn falls quickly.
The game is actually much faster to lvl up than previously commented. You simply need to take over most the planets, including one right nest to the other planet, and just capture it, remove all ships, allow to be captured by enemy, then recapture, and repeat. The planet capture bonus is what is important
Thought Chapter 2 was impossible then I became lvl 19 and met papasmurf in the friends part of the tavern..... guy can do 3K dmg in one hit. So I have 3AP and another 3AP guy. And just unleash papasmurf
Honestly don't understand why in the second area some of the bosses are insanely more powerful than the rest of the monsters. A dungeon has all monsters with less than 1800 HP then you get to the boss, and it has 49,000. And you're sitting there saying, "well there went all that time going through the last 34 lvls f this dungeon..." and then get completely wiped out in the bosses 3 moves.
its live , build 27, 5 new ships, (3 of them carriers) :) new endgame map, lots of bug fixes. im thinking the same. a couple different missiles, maybe ones that self seek closest target. also, im gonna make emp short out missiles, so they just go off in different directions. will really make those emp utilities much more valuable. same with magwebs, but they will just slow them.