I'm happy to hear 2.0.5 will finally fix those pesky desyncs. They've been making multiplayer near unplayable for over two months now!
How about not ingoring half the FTL technology, like Gateways and Wormholes?I was asking about general approach if travel time are to counter doomstacks. I mean it's understandable that's there is a cost to pay if you Empire is big so you have to make choices. But if your Empire is supposed to be bigger, just because there is simply more space this concept become distorted. Both, players and AI will expand anyway, but tech levels can't keep up with bigger maps to provide more speed.
Random question out of curiosity: do you use Jira for issue tracking?It's just beta 2.0.4, flipped to live. We have more local changes and fixes but not time to adequately test them before the weekend. Will get those to you when possible.
Something screwed up my ship designer.
Since f368 I allways get the note "design_blocked_by_auto_build" or something like that and can not save new designs.
Is that a bug or another... lets say... unintentional feature... or did I get something wrong???
Then don't comment?Still suks. I will stick with 1.9.
2.0 was never meant to remove doomstacks. The goal was to sop doomstack being the best and only viable strategy. You can already play with doomstacks if you want, by grouping all your fleets in the same place. But since it's now considerably slower to move your fleets, it's probably not always the best idea.
You guys are wrong, this was never about getting rid of doomstacks, it was more about making it beneficial to split your forces in two or 3 fleets. But it should still be convinent enough to create single stack to fight off stupid endgame crisis. Having to move around 6 fleets is not "strategic depth" by any measure.
Likewise, the old limit of 200 made a lot of repeatable techs useless, and made force projection perk obsolete after a time. This was plain wrong.
I guess the simple answer is: Mods. Why not increase the limit? The real limit is imposed by techs/perks/edicts/etc. anyway. Removing (or significantly increasing) the hard cap just let mods be more versatile.That doesn't answer the question. As you pointed out nothing is stopping you from grouping multiple fleets together, so why increase the fleet cap? The only advantage I see is needing less admirals, other wise there is no difference. Basically those repeating techs and force projection is *still* useless if this is what's supposed to make them worthwhile.
Then don't comment?
I have this problem too.Still having issues with the ship designer not allowing me the create or edit designs and spamming 'auto-best' designs every time I research a ship component tech. 2.0.2 still works for me though.
But you now can have together 150% ships more than previously which is basically bringing back to an extent the super huge imba fleets (Doomstacks).
That's not the way this works.I pay for the game, i will comment if I feel like it.