another small tip 4 the minidumb play with friends as often as posible... should a minidumb occur rehost from the latest autosave
Shadow_of_Light
what a joke thread...... i'm staying outa this 1 :P
- Carrier - Anime Tempest - no Duration in tooltip? lasts till end of cooldown? - Rapture Battlecruiser - Domination - Captured ship returns to original player or advent player gets pernament control? - Battleship - Cleansing Brillinace - says does 250 dmg over 8secs? or 250/s for 8secs? in testing found this to do 3k+ on some structures?? Deliverance Engine - no Duration in tooltip? How long does the boost to your own forces last? Basic crew
[quote]It is possible to turn the auto-attack option of your fleet to false. That way, they won't attack the enemies scouts. This helps in two ways: You can leave your fleet at the repair station(s), and you won't lose any hard-won reputation with that AI player if you destroy the scout.Also, research PSIDAR (or its non-TEC equivalent), to know when an enemy fleet is approaching your planets. That way, if its just a scout, you can always turn off auto attack. If its a large enemy fleet, just tur
theyre finaly fixing the illuminator ;D no more capital ship tagging
1. does the game respond to commands while it is flickering? if it doesnt thre might be a program runnig on the background who interferes with sins (just a sugestion.. had this b4 with diff games)
i tried it twice the first time i tried this (level 1, 2 + 3) everything worked fine.. all ships (6, 12, ~~) moved away from my fleet and ran to the radiance. new game: same scenario, atacking enemy on its homeworld... nothing happens ......... didnt notice it b4 cuase i rarely pick the radiance
wil be overpowerd... seriously ;D tough then again.. he'stalkig about a MOD it is posibly 2 implent this.... making 1 super race who can build this cannon while 9 others are allied trying to... destroy this guy an OTPION but seriously not meant to replace sins (giving more details on what you mean would be nice... (cost... build time.. what happens if i get the ultra gun?? (everyone auto-unallying me)
ah kamikaze never leaves war :) seeker-suicide FTW :)
wooot? u actualy wanna spil the fun of the game and remove utility? u cant be serious.... remove utility and replace with lrm + kodiak spamming? that = so lame. if i make a fleet i atleast get some utility with me, if you are unable 2 properly use utility then i'd suggest you go on training with an A.I. the only thing that doesnt feel 100% in this game is people trying to take advantage making massed lrm's or kodiaks.. (not a problem rlly... these a
it is part of the 1.03 patch this has been done 2 improve the value of planets (more fighting over teritory) all non homeworld planets have 2 resource asteroids all homeworld planets get 3 (increased value) hope they keep it cuase games have been lot more fun once they did it... no more turtling til kodiaks.... (stil happens but now it's beatable cuase he wont have the resources 2 maintain)
oof i knew it the first person to come with this lets just say i was lucky to notice the "change" button on time.... would be much better 2 list the games from small to large in 1 window
i dont see the point here if im jumping into a hostile planet i always move as far away from my own planet as posible to arrive as far away from the enemy's planet as posible 1. u need 2 be OUTISIDE the gravity well (circle aroudn planet) 2. planets gravity well's are different from the total planet space size, if u take a closer look u'll see that ships can move outside gravitiy well (tough not to far) this lil piece of space is neat, you can use it to jump to a planet
[quote]Most of our ultra-high strength alloys, and the theoretical ones that go above them, are entirely dependent on their molecular geometry for their strength. [a macroscopic object composed of fullerenes, pick your elemental variety, any, they are all mindbogglingly, stupidly, strongMany alloys simply cannot be made in any sort of continuous acceleration, because of hugely differing properties, and so you just don't have them here on earth. Those same alloys though are some of the strongest
i see al these long explenations about vasari being (worst) in defending with tactical stuff... (didnt read al of it tough) reminds me... vasari have phase gates . right? 1. phase gates let u phase jump between planets that both have em 2. they bring RA 3. they are the best defensive choice in combination with PJI as vasari u need a gate at each 1 planet so u can assist instantly when needed the only downside is the (slow) phase jump speed, but then again its A
also noticed the animosty tech not working.... or just didnt notice 6 lil shippies attacking it between a fleet of 88 enforcers about the Light frigate spam of A.I. i DID notice this in a multiplayer game someone left at start and we decided 2 continue playing..... problem was that he unallied us and kept attacking us with fleets of 36 cobalts or more in the end while we had fleets made up of 50 carriers 100 enfrocers... maybe some more.... he stil kept attacking with
dual post.. srry ()()() Alizeankryl: this option can be found at the bottom left of the ability-pick screen (the spot where u pick an ability when a capital levels up) carefull tough.... its expensive.... just bringing him to level 2 cost 1250 credits (not worth at start. but o.k. if ure a capital masser..... then again... if ure a capital masser take advent ;) (free exp 2 trainable level every 5 seconds or so tech.... geez what a word)
i totaly agree with cap's being not powerfull enough in the end of games wher big fleets clash i only bring ship that give bonusses, heal and/or damage enemy's with spells if i see a a big fleet wit a capital i say ooof lucky me he didnt invest in more lrm's if i see a big fleet without a capital i say ... damm why didnt he invest in a capital :(( the above explains enough i guess..... capital ships are not strong enough to live up there name (tough
1. build 2/3 scout ships (or more depending on the amount of nearby planets) 2. build 1 capital ship factory 3. build 1 metal extractor, then 1 crystal extractor then another metal extractor (in this order) 4. your scouts should be olmost ready now, que up 4, 5 or 6 frigates (4 for Vasari, 5 for TEC, 6 for Advent) 5. get a capital ship (preferably the 1 with colonize since they all give pretty good starting abilities) 6. order scouts to move to nearby planets and enable
looks neat 2 me and all... but i'd suggest b4 actualy releasing this as a mod to SERIOUSLY compare and rebalance if needed. i've seen alot of games where people add a "super race" and some ofthem actualy went GREAT :) while most kinda crashed and where either to strong or with sucky designs (designs are O.K. here sow balancing remains:) ) just noticed... the Atlantian Capital Ship Factory text doesnt quite fit (facTORY = outa the box ) might wannalook
carriers are neat later on, the advantage of carriers is that you can micro the carriers out of danger while the ifghters and bombers keep attacking the enemy tough as mentioned above... u're a complete fool if u use strike craft vs flak dont forget tough... strike craft arent meant to be alone always have a fleet with your carriers and if possible keep em out of the battle (edg of gravity well) another "dumb"strategy some people used was making lotsa (75
endgame speedup.... dam i need that badly..... last night it took me 2.5 hours!!!! to clean up his planets ... only 1 star but al i had left were 1 halycon carrier, 30 illums 30 diciples (with antimatter steal .. hurray!!) oh yeah... 1 asteroid planet with -2.7 cr income (was stuck at 0 a long time b4 that... and 3 temples of hostility enough of that now..... it took me 2.5 hours 2 clean up 7 planets al which had 2500 + health (3 out of 6 had 6000) they should add
[quote]what does the 8+ civ upgrade do? Increase tax income?[/quote] + 8 civ the TEC have a tech that allows any COLONIZED planet to have (after the first research) +4 and (after the 2e research) +8!! civilain slots now this doesnt sound much... but think about it the TEC way, 2 EXTRA trade ports per planet. dam thats a load of income.... (no not overpowerd........ if you have this eary on your proabably having a warfleet made up of 2 cobalts an 1,5 lrm
im having a similar problem whenever i run SINS and play my FIRST game loading time takes about 2 min (1 min 58 seconds longer then usual!!!!) now i dont have alot of trouble with it... i just make a 1 on 1 ai and let the game load... then quit an play online with friends and load within 2 seconds it works for me.... but why it goes so slow at first.... no idea.. al the game graphics on HIGH (not HIGHEST) AMD Athlon 64 X2 Dual Core Processor 380
Returning armada definatly is overpowerd no matter how many replays you show me i'vee seen what I can do with it the problem here is that .. like any other empire, the vasari need economy. they do this relatively slow since of the slow trade ports after they succeed in getting a network established... which happens pretty fast.. the game is nearly over, al they need is 10 min of time to prepare a few gates and get returning armada tech, now t