Tridus

Tridus

Joined Member # 3116830
7 Posts 1,932 Replies 25,212 Reputation

[quote who="-CU-Raptor" reply="3" id="1989242"]Or a simple way to solve this problem would be to send a scout ahead and not just jump in your entire fleet. [/quote] Jump the scout in, see 1000 mines, scout dies from enemy strikecraft/defenses/ships/mines. Send scouts in with your fleet, ships decide to go bombard the planet or attack the Starbase despite being able to see the mines and despite orders to hold position, fleet gets destroyed.</p

16 Replies 5,213 Views

[quote who="Benjist" reply="11" id="1988889"] The only other alternate methods i could think of are making the Z axis more user friendly (like i have said in another post) - I still believe this is the best option, as the mines can be the same (aka they do what they say on the tin and are there to get rid of you/make you suffer as much loss as possible, hense the phrase when theres lots of something (usually bad) - its a mine field out there) - and if you want to try get around the mines

49 Replies 31,346 Views

I'm not really sure what kind of processor this game requires now. I'm running a Core 2 Duo E6600 (2.4GHz). Before Entrenchment, I could play on any map and have no slowdown. Now? Once the mines come out, even a medium map like Razors Edge becomes a slideshow. The engine just doesn't seem able to handle 1000 mines per gravity well. I doubt it's the computer, since it runs stuff like Fallout 3 just fine. It ran normal Sins just fine. Without mines,

26 Replies 37,657 Views

It seems to be a problem with mines. I see it in every game once the total mine count in game gets up high. They must count as units or something, so the unit count is skyrocketing, which is bottlenecking the CPU.

26 Replies 37,657 Views

[quote who="Lord_Dark_Cloud" reply="4" id="1987083"]Wow you guys must be having a hard time of it. There is the fuction of flt attack range i.e. grav well, close, and hold position. That close option is your friend. You might have one or two ships stray. Especially if you're trying to retreat. There is also 3 options for how far ships in a flt will go from the flt leader. Use em.[/quote] I have another thread on here about that, where I set everything to hold position, send the

19 Replies 8,683 Views

Vasari mines are laid by a ship. They're free. You can have endless numbers of them. Adding scouts to a fleet doesn't really work, since the fleet will latch on to some ship on the other end of the gravity well, run through the minefield, and be completely destroyed unless you spam the stop button. In my experience. (Fun one was the AI attacking one of my systems with a fleet that was 50% mine laying ships. They showed up and 30 seconds later there's a giant cloud of mines, which my Starbase

19 Replies 8,683 Views

[quote who="unicatsins" reply="15" id="1986565"]I am still thinking that we just need more powerful antimine-options... [/quote] I don't think thats it. Mines get to a point where it slows the game down to a crawl. Antimine options by themselves won't solve that. Here's a save game where the AI has hundreds (I can't count exactly how many) mines at their home planet. Trying to invade it results in a slideshow. Ships will fly through and get d

49 Replies 31,346 Views

Turning mines off would be a good idea. Medium and large maps are becoming unplayable right now. So would creating a dedicated "kill mines" order, where ships ignore everything else and just kill mines if you tell them to. Something has to be done though, I'm having a blast playing Entrenchment right up until the Vasari mine count gets over 500 per system. Then it's just so slow that I can't do anything. (I got desperate enough to try hitting the gravity well in questio

49 Replies 31,346 Views

A mine limit seperate from the tactical slot limit might help. I've got a game right now where one gravity well has so many mines in it that I can't even see what is going on. I'm on a pretty good system (Core 2 Duo, 4GB RAM, 8800GTS 640MB video) and the system stops my computer dead. If my cap ships would at least sweep the mines it'd be one thing, but they try to fly through them to get at the planet instead and I can't micro it effectively with so many mines up.

49 Replies 31,346 Views

Trying to attack an AI world with a zillion mines. So I tell my ships to jump in, set to "Hold Position", so I can try to deal with the mines. What do they do? They decide to go bombard the planet! So they fly directly through the mine field, and get completely wiped out. They weren't even shooting the mines on the way, despite having scouts there to make the mines visible. Mines are the biggest problem in Entrenchment right now. It's absurd how t

3 Replies 1,482 Views

I'd prefer to see it leave the colony under your control, at 1 health and 0 population. That way you still have the ability to build in the system. Losing the colony takes that away, even if the enemy can't colonize it.

9 Replies 2,658 Views

Yeah, the Advent Starbase is pretty buggy. I had the same experience, both with meteor shower and with it's incredibly low firepower. I thought Starbases in general were too weak because of it (then I built a TEC one, which survived a major Vasari onslaught and tore through THREE capital ships before my fleet showed up to help). In relation to meteor shower, the other half of the ability (Final Judgement, which hits planets) also doesn't work. It fires, but no damage is

11 Replies 7,086 Views

As a matter of fact, I do want long games, thank you very much. You won't find a consensus on that issue. The idea of a defensive phase jump inhibitor has been thrown around, and I like it quite a bit. Effectively the Starbase would block people from phase jumping past it, so you can't simply ignore it and fly deeper into enemy territory where there is no Starbase. That serves the goal of "entrenchment", in that you can build up a fortification. B

50 Replies 9,960 Views

[quote who="Tkins" reply="15" id="1982346"] I think this is how it should be, minus the range. As in, they shouldn't be able to fly around it as easily as now, but theys houldn't be able to take on more than medium size fleets by themselves. If Starbases become fleet killers, how will we ever take over a planet? All someone needs to do is put a starbase on everyplanet and nothing can kill it! They should be used to fend off small

19 Replies 14,206 Views

It really doesn't. Sure you can build it anywhere. But the enemy can simply ignore it and fly around it (or through it if it's in a star) with no real problem. It certainly doesn't take a big fleet to kill one. I built an Advent one, maxed out the weapons/defensive upgrades, and a fairly early fleet of 2 caps, a couple of carriers, and a few other ships was beating it in a fight until I brought my fleet in to help out.

19 Replies 14,206 Views

Those previews are more in line with what I was expecting. I expected to be able to drop a Starbase at a planet and have it be really strong defensively. What we have right now isn't that, since you can fly around it and even a pretty small fleet can take out a maxed Starbase. If a Starbase is now intended to be a bigger turret, that's one thing. But if the intention is still for what was discussed, they need buffs to turn into that.

19 Replies 14,206 Views

[quote who="steejee" reply="2" id="1980266"] The Starbases as is seem completely incapible of taking down even a single cap ship on their own, even when fully upgraded. It's like they're not doing the damage listed. They make great damage soaks against AI fleets, but in themselves they don't achieve much. I definitely think fixing the range and making sure all the weapons actually work would make them significantly better investments than they currently are as military

225 Replies 562,398 Views

I'm not sure what "extreme range" means. Maybe that attack has no animation yet, but I saw no indication of much of anything happening when I had it once the ships were clear of the other starbase weapons. One idea might be to give the Starbases all Planetary Shields. It'd solve my issue at least (people can fly past the Starbase and flatten the planet). I'd still prefer longer range though. Missile Cruisers are going to take down a Starbase even if they're also in rang

225 Replies 562,398 Views

I'd agree with a slower hostile build time, and maybe even a slower friendly build time. They build REALLY fast right now. I like the idea of being able to build one offensively, but it's just too easy at the moment. I really hope they look at the range though. The biggest problem with the old defenses is that you could simply fly around them and flatten the planet. With a non Vasari Starbase, you can fly around it and flatten the planet. As to th

225 Replies 562,398 Views

I found the same thing. I bought the weapons upgrade up to level 2, which talks about "extreme range", but it really didn't seem all that extreme. It wasn't covering at least half the gravity well, which made it easy for ships to simply fly past the Starbase.

225 Replies 562,398 Views

The Advent Starbase can get an ability to control meteorites. If you install that, it gives the Starbase two spells. Meteor Storm is used against ships, and Final Judgement against planets. I built one a little while ago at an enemy world. It was autocasting Final Judgement. The spell was going on cooldown and the antimatter was being used, but no damage was being done to the planet.

0 Replies 1,386 Views