Original sins yes. I'm 99% certain. With Entrechment, I'm not entirely sure. You have to download it, so my guess is no.
Raging Amish
Tremors: The Series. Only lasted half a season though, damn't.
Well put grey. Part of the games problems stem from the fact that some counters are way better than others. Lrf's obliterate lf's. Everyone knows that. But light frigs are only so good against flak. Lf's don't do that much damage to begin with, and only get a 50% bonus against the most meaty frigate (frigate, not cruiser). I'd like the bonus up to 175%, then I'm completely on board with ya!
New Game Modes One of my favorite things about Rise of Nations was the multitude of game modes. At the moment we either have preset teams, ffa, or potential diplomacy in an 8 player game with no locked teams. You could add to this. One of my favorites was a game mode called Assassin. Each player has a target they need to kill and each player has their own assassin. The only person you could attack was your target, and the only person who could attack you was your assassin.
The Orky is incredibably tough though. I mean, it's an anti-structure building that's not going to go away. Plus, it can get the 250 health + 2 armor boost from overseers. If you've actually run into a non-vasari opponent with a heavily upgraded starbase, that means one of two things. 1. You were involved in an early 2 v 1 where you and an ally held a guy down to one planet and the other guy built the starbase to survive. 2. It's late game, and your opponent has a huge empire,
I'm more or less saying LRFS need to be balanced into their role. I want them to be long range support for the fleet, not the tanks of the fleet. Archers are supposed to be powerful units that if they go unsupported are easy to kill. I personally don't think the 25% nerf is ever going to happen. I'd be thrilled if it did, but it'll never happen. Lowering the HP/Shields of LRFS would bring carriers/fighters back to the limelight. LRFS wouldn't be so hard to take out. It's not like LRFS
Sorry folks. I had to move the post. It's been reposted. For some reason, I couldn't read the replys, so I had to repost elsewhere. I don't know why, but the forum's program got really wierd, so I just skipped the headache and reposted. Same post, just has *repost* in the name. Oh, and Top? I think Illums do, or at least it's a close battle. I wouldn't be surprised at all if Illums beat both kodies and destras.
ILLUMS VS. KODIAKS Well. I just did another test recently. Everyone knows Enforcers need a fix, but everyone is pretty much happy with Kodiaks and where they are. So I figrued, let's try Illums vs. Kodiak. Prove there is balance in the game.</p
I'm going to be coming back to edit this. I feel it's a little jumbled as is, but I've been fighting the fact that bringing in charts to the forum's program seems to be difficult. I'll be fixing a lot of little stuff later. Hopefully though, you see my message.
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Yeah. I know. That's what scares me.
Lol. I've got two that I kept. 3 that I discarded. All had over 50 games. Each of the ones I use now have over 60 games, so they look like legit players. Little do people know....... In all fairness I smurf because I get sick of getting pinned with newbs. Me and a newb will not beat two experienced players that I could beat each alone, but not together. My newb goes down too quick, the guy I'm playing knows how to stall, and I'm screwed. Now....the smurfs I use
A) Illums destroy LRMS, in the battle of lrm vs illum, illum wins B) Illums Counter Cobalts, so win win there C) Illums can muscle their way through flak. Flak can sorta win that battle, but if only has some, illums will muscle through that too. D) I think you're being outproduced, meaning either you're not getting enough planets early or you're spending your money where you shouldn't be. That's a guess
Yep. Just ask around if there are people willing to give you bits of advice. Most people are. Welcome to SINS!
Sunny, Blackhawk, whatever you are. I've beaten ya both (I smurf too!). I know I'm a nice guy. Who says I can't be a cocky bastard as well? Bastardlyness aside, definitely deserve to be tier 2 on this list. I'm on the fence about tier 1. Probably do fall there, but I haven't seen enough to confirm it. Is there a tier 1.5?
Rule 1: Buy a motherhsip (middle colonizing cap) as your first cap Rule 2: When you expand to new planets, buy the upgrades so that the planets make money for you (creds) and buy the mines too Rule 3: Buy Illuminators with Advent. You'll need three labs to tech them, but they're worth it. If he's making cobalts, flak, and lrms; illums will crush them. Rule 4: Try to get as many planets as you can reasonably manage. Don't go overboard, but you shouldn't be content with
I personally tend to get the Revalation as my second cap. Reverie is a direct counter to MB. I buy this cap because Advent need a force that can seige. This cap does 50 planet damage with each volley. As sad as it is, until lvl 6 or unless you by seige frigs, this is the best seige weapon the Advent have. After the Revalation, it depends. Get a halcyon if I have a ton of Illums. Get a Rapture if I'm dealing with an lrf spam (yep, I said it, try lvl 3 Vertigo on an Illum spammer, you l
Take Three Done
@ Fries: We played together recently. Can't tell you who I was or what game it was, but I can tell you it was an epic win for our side. Didn't know about the q to p hotkeys. Gonna have to use those.
Read just about any of my posts, or a lot of recent posts in the strategy section. A lot of poeple aren't as happy as you are. This game is like 95% of the way there, and in truth I love the job stardock and ironclad did. That last 5% is little issues with occassional bugs, minidumps, disconnects, and imbalances in the game. Yes, all four exist. I've never had a game before sins that had bugs/minidumps. I've seen rare disocnnects. Kinda unavoidable in just about any game you fin
I did a little looksy at the guardian. The duration of repulse is supposed to be 30 seconds, and at 6 antimatter a second with a 30 second antimatter cost to fire, 210 antimatter for one shot of repulse makes sense. If there was a way to program it so that a channelling ability means the ship can't break the ability mid-use, we might have a fix. I'd still say up repulses antimatter rate though. Say lower the duration to 15 seconds with a cost of 12+ antimatter per second. That might h
Pirates are controlled by the AI, so a human has no problem with them. The only thing I have to add to Darvin is that it's very easy to not even have to fight the pirates. All a person has to do is figure out which planet of his is closest to the pirate base. On that planet, build a repair bay and say 3-8 turrets and the planet is defended. The pirates attack turrets by default. Pirates are told to chase colony frigs and trade ships ( the latter is the more effective, requires no effo
Disruptive Strikes on Kortul Devastator is set to be inflicted by the wave damage, not the side beam damage. Repulse has no hard counter. There are soft counters, but the better the player using repulse, the softer those counters get. Minidumps, random crashes, and disconnects. I get minidumps in multiplayer, in replays, and once upon a time, in single player too. Buying charged missiles for assailants causes them to jump on the screen, looks like they're lagging becau
All encompassing guide. Oy vey. I love the game, but I dunno if any amount of coffee could ever make me write anything larger than the unit guide.
Deceptive Illusion is the cause. I don't know the cooldown times, but here's what decpetive Illusion does. 1 Illum will make a clone of itself that will act and do everything it's counter part does, but the clone will not do any damage, and also the clone will say "abilities disabled". The ability doesn't last forever though. The Illum will self destruct when it's time is up. The cooldown time is about as long as the ability lasts, so when using this ability this isn't a concern. It's