Or how about instead of just being immune, mines can ONLY deal shield damage to scouts. It'd at least make them somewhat vulnerable so you can't just use them to detonate all mines in a still active enemy territory b/c they'd just get picked off by something else in the well easily right after.
Exterm123
Yeah, I can't count the amount of times I make a new scout, put it on auto-explore, and the first place it decides to go is the pirate base...
How about (at least for vasari), there's a set number of mines the minelayer can lay. Maybe make it like 10 or 20. After those are used up, the ship auto-scuttles, but you don't get any resources back for it.
Don't think it's possible but I haven't tried. Yeah this is a tricky subject. If they turn off autocast on creation of the ship, then some people might forget to turn it on. But hey, if you're attacked at that planet those mines might be useful. Never know. ;)
Effective minesweeping will probably handle most of the problem. The way I see it, "effective" should mean that a minesweeper should be able to remove mines at least twice as fast as a minelayer can place them.
I want to build a planet next to my starbase. [e digicons]\o/[/e] lol, but yeah I suggested this same thing before. Good idea!
Nothing better than jumping in your fleet to engage an enemy fleet then sneaking in some Ogrovs to destroy a tradepost or refinery. :P
This truely IS uninterresting! [e digicons]:grin:[/e] Long comment about how civility in a forum adds to productivity. Quotes of several posts with self-righteous commentaries on each Passive-aggressive insult to OP. Invitation to play in MP.
I love analogies. :) So if I made a sandwich and sold it to a guy... And he decided to cut it in half and sell the other half to you at a reduced price... Does that mean you can come to me complaining that you only got half a sandwich? Or that you can complain that it has mustard instead of mayo on it? And then demand I make you a whole new sandwich? What would be in it for me? You didn't pay for the first sandwich that <span style="text-decoratio
Yeah, AI likes to spam scouts now it seems. lol
Yes, like a sticky where the OP is edited whenever a new bug is reported. Then just tell everyone to look at that before posting.
You're right Kruppe! I just came in here for a "change of scenery" lol
At least the cruiser tab would be in the "correct" position then. [e digicons]:thumbsup:[/e]
Should the expansion have been called Sins of a Solar Empire: Stalemate? [e digicons]B)[/e]
By cruisers I'm guessing you mean carriers? Right now the only viable counter to carrier spam is to spam them too. :( Just make sure you have the advantage in fighter squads. Culture can be used to win a game, but it takes a LONG time. Cultural influence on an enemy planet will inevitably lead the planet to go neutral (you want enemy plant allegiance to go to 0%). So if you have enough of a cultural advantage on an enemy you can in theory make al
Pirates do not negotiate with bidders! lol
Why not just make two models of starbases. An offensive and a defensive. Offensive can be along the lines of a deathstar (of course). Moves to a planet, charges up large gun that takes FOREVER (while fighters fly around looking for the exhaust port), and fires it. Maybe cutting down half the health of the planet? What I'd really like to see is planets blown up never to be heard from again. ;)
Kol Captain: Fire Gauss Cannon on enemy capital ship! Enemy Captain: Holy Mother! I think the Kol just s#!t a brick!
Maybe they should make a new cap with a lvl 6 ability called "auto-detonate mines" that wipes out all mines in a range. ;) Of course, still dealing mine damage to dumb ships that are in the way. lol
Improvement is like jell-o. There's always room. ;)
Is there a nerf to fighter damage against starbases? It only seems logical that a squad of fighters which are meant to attack small bombers should not cause significant damage to a starbase. Making it essentially useless to use them.
TEC proximity mines cost 1000 cr, 350 m, 250 c to place a field of 10. And with the bug you get a total of 10,000 cr, 3500 m, 2500 c when you abort building them. Kinda' a big bug if you ask me. ;) EDIT: Does this bug have to do with each mine being counted as a separate structure when the whole field is built as itself one structure? I've noticed that the notification when one mine is completed is "proximity mine field compete
[quote who="Cpt_Siddy" reply="8" id="1980399"] A static defense, however formitable it is, is static. It wont follow you araund, so any money spent on it is money wasted (save the trade exstension) the moment that area is no longer close to warzone. [/quote] Good point. Empire expansion in this game can be pretty quick sometimes. But I guess it's good to have defenses far back just in case the enemy gets through your front line. Or finds a back door.<
Nephilim, just tested running vanilla sins in a copied folder and it works just fine. So you can play both games. :)
Yeah the pirates seem to be obliterated by them. Definitely makes them less of a problem. And yes, building a mine field and then cancelling production ends up giving you 10x the resources and credits it took to place them. I think someone else pointed this out in another thread.