PurplePaladin

PurplePaladin

Joined Member # 3040377
5 Posts 284 Replies 631 Reputation

I played a MP game last night; I was able to win by setting up Starbases at planets/wells that I saw my oppoent moving towards (as he was moving towards it, after he had bypassed an already contructed Starbase/well). The damage and antimatter reduction was just not enough of a deterent, he had lots of robotic crusers with him, and the antimatter came back fast enough. I ended up putting Starbases at half my planets; I just put 1 Frigate factory at each planet, and whichever

7 Replies 2,660 Views

If "Entrenchment is in feature-freeze" then I hope they will tell us. We can stop writting all these ideas, and just look for bugs. . . . .

34 Replies 6,658 Views

In a game last night, I noticed the AI (it was on Hard) does not seem to use the presence of a starbase in it's calculations to retreat or fight. I jumped into an enemy well, and the AI just started to retreat it's fleet (the fleet was about 10% less than mine). It had already gave up a great desert planet fully upgraded by just retreating, but this time was even more insane, because it had a starbase at the planet too (an upgraded starbase). I was going to jump back and r

19 Replies 7,125 Views

8 slots or 24; does not matter to me. Outpost, Starbase, Starfortress, names don't matter to me either. We just come up with all the brilliant ideas, it's the Dev's job to "Bell the Cat" [e digicons];)[/e]

34 Replies 6,658 Views

I was JUST about to start my own post about starbases, saw your post first MindsEye, and decided to post mine here instead: The starbases don't scale; what I mean specifically is that a Cobolt takes no labs and little money to build, a Kodiak takes many labs and lots of money to build. When you see your opponents has Cobolts you don't blink; if you see he has Kodaks suddenly, your eyebrows go up and the game changes. It's not that way with starbases at this time in th

34 Replies 6,658 Views

Been playing the civ series since 1 came out (Civ 4 now). Via Lan, a game can last several weekends even, so Sins is actually fast-paced for my Civ friends that have tried it. We love the stately pace of the game; being able to watch and enjoy the battles; not feeling like we are playing Whack-a-Mole; not hearing kiddies type "go go go" because their ridalin wore off. In fact, with the Entrenchment beta, our games are shorter now for some reason, average about 3 hours

38 Replies 63,376 Views

Ya, I was going to be REAL shocked (and/or impressed) if it war released on the 11th; just too many quibbles I could not imagine they could balence or squash in so few days. Good news is, the Beta is good enough and stable enough so Beta testing is more fun than work now. Plus, if they released a "halfbutted" version, it would tarnish that golden pedistal of gamedom they are riding now.

19 Replies 73,771 Views

I was really hoping for a "Fleet Template"; you make a fleet, and save it. When you make a new ship, it automatically goes to the fleet, and fills in any spots/openings that might be there after a battle or reasignment of ships. Even better, having the ability to have an "autobuild" toggle on a factory: You loose a ship from a template, and that particular factory starts building a replacement immediately. Man, that would save SO much time and micro.

10 Replies 58,994 Views

Not sure if I should make a seperate thread for this, but I can't stand the Starbase autopinning, and have no idea why they are even autopinned in the first place. I like a very clean empire tree, I only pin fleets and the one or two planets I have my main fleet factories on. With SB autopinning, I end up with a mess in my empire tree, I"m constantly trying to scroll up to my fleets, and getting rescrolled down while I do. They really need to make it a toggle like all the ot

19 Replies 7,125 Views

Ya, that would be odd; reasearch to lvl 9 stuff, then scrap all 18+ labs without any penalty, and STILL be able to do/build all you reseached? Being able to build Crusers with just one frigate factory and Super Weapons to your hearts content? Add to that nobody would need to protect their labs much any more; put them on the front lines even. Ships go after what they are best at shooting down; if you focus fire (and I do quite a bit), "Sheild Migration" reduces th

10 Replies 43,326 Views

Thanks Kit, found it easy now, sent it in. [e digicons]:D[/e] I also put this Link on "favorites" for future mini-dumps reminders.

9 Replies 5,571 Views

Very sad to say, we had this happen today (v 2.5), we almost got in a fight arguing over why my friend was letting the AI just overrun his planets, he showed me how the same said planets were alive and healthy on his side. If we can find where the mini dumps are kept (it finally did do a mini dump on us) we will send them in.

14 Replies 9,781 Views

WHERE are the mini dumps located please; I've looked and looked, but can't find it/them. We had mini dumps and de-sinks here today. And ya, it sure is odd they'd want your serial #s, why would a pirate waist their time sending in mini-dumps??? Would a pirates mini dumps be any less help than a legit customers? I mean, if it helps, it helps, I would not think they would care if a pirate accidently "helped" somehow.

9 Replies 5,571 Views

I've been trying Entrenchment beta 2.5. Saw that regular Sins had an update on Impulse, so I hit "update", now neither will start (Windows has encountered an error). When I try to launch Entrenchment from Impulse, it seems to only want to start regular Sins. What can I do (or undo). PLEASE tell me I don't have to reinstall everything [e digicons]8C[/e]

6 Replies 4,454 Views

I think the beggining ideas behind "Entrenchement" and Starbases was to make a "Space Cork" of sorts. Missles ships were suppose to be the "Cork Screw". But you know humans, we just started driving around the cork [e digicons]:grin:[/e] >[e digicons]:cylon:[/e] So, a moveable base seems a "computery" way to get around that exploit, but is sure does not feel like a starbase then, or "Entrneching"; I mean, when I play WWII games, I've never been able to start moving my t

81 Replies 221,436 Views

I wish you could dismantle/destroy/scrap the additions to a starbase just like you can do with ships or orbital structures. Lets say (and like written above, happens to most all of us) you build a maxed out defensive starbase; the front changes and moves forward a planet or two. That starbase is a bit useless, or it "feels" like a huge waist of money. But, if you could scrap many of the upgrades, you can then recoup some of your investment and even put it into othe

81 Replies 221,436 Views

Why not bring the mountain to Mahamid; Tractor beams. If Star Bases had a tractor beam upgrade (full gravity well range), they could pull the ship(s) to them . Level 1 tractor beams can grab scouts/frigates; lvl 2 cruisers; lvl 3 cap ships. Solves everything right there, and, puts in a classic sci-fi technology missing from the game. Best of all, Star bases don't have to move around like an obese person on one of those supermarket scooters to ma

81 Replies 221,436 Views

I'm not sure if this is a bug or not, but on my 2 comps, the battle music starts playing when I'm fighting another fleet, but if I'm fighting a starbase and/or orbital structures, it stays on "Quiet" music; very odd seeing things blow up while you listen to elevator music. But far from game-breaking. The range for scouts seeing mines seems pretty short to me still, anyone else think so?

8 Replies 3,621 Views

Ya, it's like this is some kind of Beta or something![e digicons]:-"[/e] Seriously, if the "Missle Crusiers" seem overporwered, they may be, but is'nt tha ALL they are good for? After all orbital stuctures are gone, they pretty much lay in hammicks and drink lemmonade if an enemy fleet jumps in after that. Seems if you spend all the money/resourses/fleetcap to get them, they should at least do their job. They were complaining they were useless durring be

52 Replies 110,200 Views