avix605: your absolutly right... and its not the only inconsistancy between the movie and the series... and no one cares. hell... the stargate in the movie is different from the one in the series. (yes, sg1) annnd... no one cares. startreck occasionally has the same issue... doctor who occasionally has the same issue... (insert tv show here) occasionally has the same issue. I am sorry if the writers can memorize every possible quirk that needs to be avoided... o
Pbhead
hey harpo, I give you a gift. +1 for your post count.
now... to dig out similar quotes about all the abc government agencys and remind myself who I am.
I have noticed this too. Prolly the same issue with jam weapons that was fixed in the hotfix. So... Illum damage... and nano weapon jammers... and i feel like there was something else... tier 2 of phasic trap... ok.. that.. but... w/e ok, theres a little list for ya iron clad! have fun!
researching to make... EWWWWWW BAD MMO ELEMENTS BAD!!!!111 those are the WORST PART OF ANY GAME IN THE UNVISERSE AND SHOULD DIEE!!!!!! anyway... you know how to assign hot keys for 1-9? and there is a fleet management screen... and you can attach rally points to your fleets. and they will auto-join and such... cant auto-que dead units... sorry... but play around with that screen a bit... and try " I wonder what happens if..." I think
well.... I like it. you all want it to be perfect now... stop trying to find reasons to hate it... and enjoy it a little.
we prolly need to start a new thread... I dont think anyone is noticeing this one anymore... herm...
yes, download impulse... install updates... buy entrenchment (if you havent already) and then uninstall (untill next patch/diplomacy)
SO... I have noticed that the general mood on these forums about one particular underused ship is... wrong. I Have read multiple times on these forums and on ICO that the maurader cannot use its stabalize phase space ablity and jump away using its own phase node at the same time. I have discovered that this is false. A maurader can Have its fleet and itself jump away to a distant phase node in the same system. I have not tested
sorry... you cant get 1.03 from impulse... :-(
report button mashed.
Kinda sad when our akkan jumps... and ends up on the other side of the planet.
2 repair bays are no less effective than the repair bay spam i have seen as long as you have antimatter... however... you dont have the redundancy if one dies. Having ONE hanger defence for advent surrounded by repair bays are MUCH more effective than 3 more repair bays... and if you manage to fit in an antimatter recharger... (or a few disciples) or for tec... just culture... vasari dont get a break. Either way... Hanger defence > hanger upgrade on starba
In before delete.
sheesh... hanger defences get flack guns... are cheaper than sb upgrades... and so forth... There is NO reason to get strike craft upgrades on colonizeable gravity wells... or even better... 7 carriers... not only do they give you 14 squads of strike craft for less... you can move them around. geezus... I mean you can use those 3 slots for alot better things than strke craft... and if your upgrading a starbase to the max... then if you DONT have say... a kol with flackburst ne
isnt beam damage continuous or or damage_over_time or something? as in... it does damage over time? so if the beam lasts 2 seconds... it does... its damage over that period of time... so maybe what you are seeing is... i dont know... somehting like that. Look at the kol... see if its beams do somethign similar... since its beams stay on longer.
well, tech is very dependant on your starting position and who your playing against... if your in the "ima screwed" position... then starbases would be a good thing to tech... if your in the economy position... then obviously civic slots should be upgraded. Your preety set on economy (for tec anyway) Culture is important... every planet you have your own culture on gives you 10% increase in income on your hw... to a 40% increase on far out colonies (25%->35%... 40% increase
woah... ok... I was afraid you were quitting sins for a min there... heh.
I play both vasari and tec... and I am very happy with the balance. Illums are FINE... vasari are FINE... everything is nice and fine.
well... I played a game as vasari on a map i KNEW there would be no neutrals... It was an odd game to say the least... but it might be helpfull to watch what i do, maybe. the teams are preety well balanced... a 3v3... one of each race on a symetrical map... where every race managed to start in the exact same spots... they even ended up with 2 more resource extractors than we did. (they had 3 extra crystal, and we had 1 extra metal) Notice the crazy amount of communicat
ROFL. missle barrage ftw.
Well, i played your map for a while, and then loaded it up on galaxy forage. It is an impressive map, and it is preety cool how you managed to fix the starting players (although... I ended up a vasari with a human photo... hehe. It is a very neutral heavy map... not a problem, but makes for intresting (and different!) game play. I like how you increased the "scale" number... makes the game longer... but makes feel more like those planets are actual
awsome... i have always wanted to make a campain map... with semi-real starsystems with low value systems... see if you managed to address some of the issues i was having... downloading now.
[quote who="Kitkun" reply="4" id="2411752"]Range 7000 > 8000, Duration 45 > 60. [/quote] umm... thats not what the ablitiy says in game...
anyone know where the minidumps are kept? ima try and track down the other play i think... and see if i cna get him to post it.