SithLordAJ

SithLordAJ

Joined Member # 3143241
6 Posts 191 Replies 26,376 Reputation

So, since the update Mine control doesn't seem to work anymore. I have the tech and my drone hosts are running right over the mines and tripping them... I actually had a good chance to use the tech too :p

7 Replies 15,832 Views

I see no reason Mass Communion couldn't be better in both directions: discount on new temples and bonus on scrapping, same amount. However, I wonder here... why wouldn't you drop a SB with the max culture tech? it's a very concentrated source of culture, and because of that, moves the lines more effectively. Plus, it has guns to defend itself.

12 Replies 9,766 Views

I kind of concur on Bilun's view; I'm of half a mind to switch them: Loyalists get the cheaper temple of communions and Rebels get the Global Unity. Both should go down a tier. As for the purpose of Global Unity, it is a culture-based defense network. Hostile culture broadcasts will need quite a bit to push back the combined might of all your planets (even though vice versa is not true). Even when every structure and ship is destroyed, you're still

12 Replies 9,766 Views

huh.... I, uh... might have found a bug... I was having trouble getting the dev console to work, so I just decided to run WMP in the background and turn sins down to no volume.... Well, I've had some weird things happen. First, if I zoom in on like a titan or something, somehow the music (from outside the game) gets quieter... My only guess would be that these crappy speakers dont know how to handle bass and maybe that's the result. Next, after looping the same

56 Replies 177,738 Views

[quote who="martox1" reply="128" id="3133005"]1 super weapons is not enough to do shit with in a huge multi star map[/quote] and why is that? because, individually, the effects are too weak. I was suggesting making the limit 1 so that you could really make them feel like super weapons instead of long range stun guns.

143 Replies 74,786 Views

[quote who="NovaStalker" reply="3" id="3132927"]It's definitely a bug to have clones getting reanimated permanently.[/quote] says who? if you shoot it down, that's your fault that I now have a permanent ship. The number of times that occurs is fairly low. I only question whether the reanimation timer expiring triggers return of the fallen as well, as it defeats the purpose of the timer in those rare circumstances. That would be a bug.

16 Replies 10,925 Views

IMO, superweapons should always have a limit of 1... It's a super weapon. Say you can only have 1 and then balance it around that fact. make them freaking awesome. I feel that limiting the number allowed will remove the chains preventing these weapons from becoming all they could be.

143 Replies 74,786 Views

I don't know much about the Vasari, but let me give a response... If you have a cookie-cutter strategy and it works great, try to develop a second one. For instance, RA was mentioned above; If you're going for RA every game, you're leaving yourself vulnerable during the mid game, so what if someone attacks en masse at that point? how would you handle that? is pushing for RA still your answer? maybe you want to go phase missilin' or something, I don't know....

11 Replies 6,458 Views

Hey, so there's been that rumor that super weapons might be limited to 2... I was thinking... What if the higher capital ship upgrades added to the number of super weapons allowed? or even if super weapons used capital ship supply?

41 Replies 123,109 Views