Hack78

Hack78

Joined Member # 3129708
4 Posts 651 Replies 18,084 Reputation

One little issue with that - Impulse patches the missing files to get to the required version - so that torrent site by definition cannot have a patch - you would need a full copy the game to ensure all files. I suggest that the mods ban conte for promoting the piracy of Sins.

5 Replies 2,864 Views

There is something that people need to remember here. The players asking for the surrender are better then the AIs that NEWT had supporting him. So they would win that part of the battle. And I don't know of any player (DT guys included) that can take two or three good players by themselves. 2v3 or 4v6 etc... maybe, since double teamed player(s) only has to hold out while the other one win a 1v1 enough to lend some support. But 1 human + 2 AI vs 3 humans when the 3 are some of the better play

71 Replies 34,428 Views

You do get exp when bombing a planet - I checked on my egg as it was bombing (well, since it was vassari, actually lasering - I wanted to get it to Lvl 6 for suck :) ). Anyway, with no other objects in the system, its exp was increasing slightly over time. So unless I missed my fighters killing trade ships I didn't notice, there was some exp from the planet bombing....

47 Replies 23,494 Views

[quote]Painfully easy as it may be, I won't pass up 5 imaginary dollars. Emperor Palpatine in the Second Death Star with the Force.[/quote] To be 100% correct - Emperor Palpatine sitting in his throne in the THRONE ROOM of the Second Death Star in ROTJ??? Go on - hand that $5 over - its not yours anymore!!!

62 Replies 79,687 Views

[quote]I just played a game and had 500+ fleet supply and waited for 1st RA for 30 min and for 2nd RA for 30 min and never got a ship. I had a phase stab in each grav well. So i just posted.[/quote] You have to summon them in 1.11 - click the ability button

27 Replies 27,542 Views

[quote]I am having a lot of problems with Impulse as well. I think it's an unnecessary evil[/quote] It IS necessary for Stardock's business model... There are numerous posts as to why it is beneficial etc... Your best bet is to contact [email protected] rather then just bitch about it. Impulse is here to stay and the Sins manual states that it will be the method for updating the game...

114 Replies 261,372 Views

[quote]I won, but it I think I might have been in my culture so my carriers were able to recharge their antimatter which helps too.[/quote] Nope - antimatter is the TEC bonus. Vassari get a damage output bonus. [quote]Maybe we will have to play one of these days hack78, so you can show me the shame of my ways..lol[/quote] I'm online as Hack. On Australian evenings and weekends (unless fiancé decides otherwise!!!!). I won't be on as much after 11th as I a

73 Replies 32,837 Views

[quote]When I'm on the verge of loosing(majority of worlds gone and fleet lost in battle) I gather what's left of my fleet to one central planet, build up it's defenses and tactical structures, abandon the rest of my planets, and tell my enemies to come and get it. A heroic last stand[/quote] This is at least preferable to people who increase their planet health to make your wait 5 min per planet to bomb it back to the stone age. And assuming I don't have a REALLY pressing issue with

71 Replies 34,428 Views

One thing that new played need to understand is that when they colonise a new plant, that planet has negative income. A roid needs one upgrade and everything else needs two to remove this negative income and allow it to go positive. Different planet types have a different number of upgrade, thereby limiting the max population and therefore the income from tax. Why do I mention this - because I see a some new players coming online and wondering why they are getting worked so hard. They

9 Replies 53,500 Views

[quote]In a large game, you should expand quickly, than fortify everything you have captured and then develop your economy[/quote]FYI - Fortifying only works in MP if the planet is a choke point and is hard to go around. Also, turrets are generally useless in 1.05/1.11 as you can go around their area of effect. You need hangers since the fighters/bombers can go anywhere in the grav well. Also, repair bays are important to keep said hangers and other structures (e.g. frig factories) from going

6 Replies 46,594 Views

I built carriers a fair bit in 1.05!!! [quote]Problem with a huge carrier fighter fleet against huge bomber fleet is, the bombers can kill the carriers before they get destroyed by fighters, so if the fleet with bombers can destroy a few carriers of the fighter fleet, then you start seeing a tip in the bombers favor because then the bomber carriers can rebuild their squadron and slowly take out the rest of the fighter carriers. Even if the bombers are completly annilated when rebuit,

73 Replies 32,837 Views

[quote]After reading this thread I'm convinced capital ships need to give more XP when destroyed and non-combat ships shouldn't hand out any XP at all.[/quote] Why should a Lvl 1 cap give out more? A Lvl 10 gives out a HUGE amount of experience when it goes BOOM. It is proportional to how hard it is to kill. Non-combat give out very little. I find is surprising Cpt_Siddy can afford to leave one like that without needing it for so long, or that no one noticed it ever...

47 Replies 23,494 Views