progen - advent mothership HC - heavy cruiser
Howdidudothat
[quote]Just a few notes:[/quote] He's back. The Fox is back.
Yep, this has been reported in about 10 different threads. I still haven't seen a response from the Devs on it though. By the way, this bug ONLY exists when you use Alloy. If you turn Alloy off, the starbases upgrade just fine in MP.
[quote]Tyr222, P5yyy and me[/quote] What? Where's my name? Besides, I think Cykur is pretty high up on the pecking order. Even rusty, his tactical moves are amazing.
Don't get my post wrong I LOVE ALLOY. It allows anybody and their mother to host and theoretically increase the MP community. However, as Monk said, there is a reason routers exist and I suspect MANY of the problems experienced since the release of beta v1.1 (aka v1.09) are attributed to Alloy bypassing standard traffic protocols. From my v1.05 experience (and even now in v1.12 w/ Entrenchment), there were a ton of people able to host and it never took long for someone to
Someone hold me back. That, or ready a fleet of ambulances. [e digicons]:banhammer:[/e] = [e digicons]:waaaa:[/e]
Ok, can you guys stop posting this nonsense so I don't keep clicking on this thread, expecting to read the final episode, and find it is just two people arguing whether Kirk or Picard was better? BTW, Witchfire, thank you for the story, I really enjoy it.
[quote]Omgreplay Send a replay of that to [email protected][/quote ] Do replays work in v1.12 w/ Entrenchment? Because replays didn't work in v1.12 vanilla.
[quote]happened to me a lot with a big fleet of 6 caps and about 200+ ships[/quote] Yeah, it happens in SP, MP (with and without Alloy).
[quote]Clearly you don't remember the early days of Sins where, mid-way through the game, you'd have 20-30 or more techs and logistic levels queued up and have to wait forever to max out the trees.[/quote] Ahh...the need for proper planning.
[quote]Umm, I'm not. Separate research queues kick ass.[/quote] Why, what OTHER advantage does it have?[e digicons]:typo:[/e]
Ok, Siddy is somewhat on the crazy side. Just ignore him. OT, can you PM me what he said? Oh, and thank you for deleting most of the junk in your orginial post. It is much more bareable now without all the "incoming communications."
Also, the smaller maps go faster. The player/planet ratio is usually less for the smaller maps.
I like the new defense techs, but the new tree is not needed. Let's face it, defense is the same as military. So just put them both under the military tree and be done with it. Besides, having 2 tech trees messes with my pavlov's dog mouse clicks. The ONLY benefit that I see from the 2 tech trees is that your can research both military and defense at the same time, but I am willing to give that up for a more understandable tech tree.
I know there are a lot of people who love the ability that Alloy gives them to host a game (heck, I'm one of them). But honestly, I think Alloy is the reason for all of the bugs since v1.1 came out and the reason ICO seems to go whacky all the time. I think Alloy is a great idea, and perhaps will one day be great, but I vote for getting the MP community back with the good old stable host setup and then, once all the Alloy bugs are fixed, bring back Alloy (and under a new n
[quote]in fact they need to be more expensive since they are a lot more flexible.[/quote] More flexible? [e digicons]o_O[/e] TEC mines are the only ones that are limited to your own worlds. They sound pretty inflexible if you ask me.
Completely agree. I just played TEC and felt they got the shaft with the mines. I also think that if a scout is there, the vulnerable time should be longer for mines. Right now, it's so short that most units (including strikecraft) don't target them because the phase in and out so much.
Enslaved labor does not reduce the cost of Star Bases or their upgrades. It should.
Perhaps the code should be modified so that it won't let you select settings that will cause your system to crash? BTW, I have a HD 4650 and I run this thing at max settings without issues.
Starbases are not OFFENSIVE enough. They have enough hull points, but they don't do enough damage, even when upgraded. They should also have things like flak and culture upgrades. All starbases should move as well. Vasari starbases make EXCELLENT minesweepers with fully upgraded hull points. Mines are OVERPOWERED. They should not flicker between invulnerable and vulnerable. If you have a scout in range, the mines should be vulnerable, period.
[quote]Maybe Flaks can double as minesweepers in addition to their anti-fighter role?[/quote] Great idea. Flak right now are half useless anyway. Make it a research option and you are good to go. Flaks are so meaty anyway that this would fit the ship beautifully. I also agree mines in general are OP. They are disgustingly powerful
The bug people have been reporting about auto-colonization occuring even though auto-cast is turned off is not specific to colonization, but to all abilities that are linked to a planet. This includes planet suction, raze planet, and any other ability that targets a planet. There are multiple threads on this, here is one: https://forums.sinsofasolarempire.com/333142
[quote]The issue is not with colonizing exclusively. I launched a TEC game last night and built a Marza w/ Raze Planet. Jumped into an enemy system, and the Marza made a beeline for the planet, ignoring an enemy capital ( ) and an enemy starbase ( ) to use Raze Planet.[/quote] I think this bug is specific to ANY ability that has to do with cap ships and planets. I got my lvl 6 egg and it imediately wanted to suck the planet dry of an enemy when I jumped in, even though the auto-