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Starbase in a magnetic cloud?

By on March 25, 2011 7:39:13 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

rowanlad

Join Date 08/2010
+8

I thought pre-1.2 allowed this... can't do it now. Only mod im using is BailKnights and I'm playing as TEC.

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March 25, 2011 8:20:03 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I honestly don't remember, but try it in Entrenchment. If it works it must have been an accidental reversion with 1.2, otherwise it was never possible.

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March 25, 2011 8:27:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yea ok, will check after this game.

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March 25, 2011 8:43:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Magnetic clouds have always disabled abilities including starbase construction.

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March 25, 2011 8:53:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yep magnetic clouds are the one thing that will permanently kill your perfect trade route

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March 25, 2011 9:13:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Haha well that is what it is doing lol

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March 27, 2011 2:26:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting sareth01,
Yep magnetic clouds are the one thing that will permanently kill your perfect trade route

Sad but true.  It's happened to me before.  Supposedly the magnetic clouds are supposed to be able to damage ships too, but I've never noticed any effect.

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March 27, 2011 3:09:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting DirtySanchezz,
Sad but true. It's happened to me before. Supposedly the magnetic clouds are supposed to be able to damage ships too, but I've never noticed any effect.

 

I thought that was Gas Giants, which are supposed to deal damage to nearby ships when one explodes, kind of like an explosive mine went off.

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August 4, 2012 11:29:47 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I don't really know,

In the reference files i see:
maxStarBaseCountPerPlayer 1

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August 4, 2012 11:34:22 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

That is likely the result of a script the devs wrote to add that line to every planet entity file...you'll notice that all planets also have the same health regen rate, even the uncolonizables...

I have a hard time believing magnetic clouds never affect SB construction unless SBs were at some point created without the use of an ability....

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August 4, 2012 1:27:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You know, now that we have a constraint that keeps abilities from working on starbase constructions, it would be extremely easy to fix this if we wanted to have starbases built in magnetic clouds. And I guess the Vasari Rebels can just phase jump into them now so what do you guys think?

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August 4, 2012 2:03:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,
You know, now that we have a constraint that keeps abilities from working on starbase constructions, it would be extremely easy to fix this if we wanted to have starbases built in magnetic clouds. And I guess the Vasari Rebels can just phase jump into them now so what do you guys think?

 

They won't be as much fun without their abilities.

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August 4, 2012 6:09:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Some starbase abilities still work in them I believe.

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August 4, 2012 6:15:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Some starbase abilities still work in them I believe.

????

Only SC and structures would be able to use abilities, since those things aren't included in the target filter...

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August 4, 2012 6:24:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Sinperium,
Some starbase abilities still work in them I believe.

Actual abilities won't. Things like trade ports and weapon upgrades will.

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September 16, 2012 5:39:27 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

well at least the vasari have a way to get a starbase in a magnetic cloud.  Makes me all warm and fuzzy thinking about how they could use this as another highly effective brute force tactic. 

How can any fleet assault a mobile orky in a magnatic cloud with support?

brute force.

Yet vasari are best brute force fleet, so its a steep uphill fight.

 

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September 16, 2012 11:17:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow, so you necro'd a thread in order to troll your complaints.

Wow, just wow.

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September 16, 2012 11:19:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And y'all call me a troll....the audacity....

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September 17, 2012 1:39:25 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ryat,
Wow, so you necro'd a thread in order to troll your complaints.

Wow, just wow.

you talking about me?

A little over a month isn't really a necro, imo.

Anyways, i'm not complaining, if you read you will see this is a strategy discussion.  All I say is that its gonna be hard to take it out. 

-shrug-

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September 17, 2012 5:04:24 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

You cannot build them unless you are VR but then you can jump 1 in. Another thing that benefits vasari.

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September 17, 2012 5:42:00 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Espesially vs Advent who rely a lot on those abilities.

-Twi

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September 17, 2012 11:37:16 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

My God.....The Diplomacy Graveyard lives.

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September 17, 2012 11:46:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is nothing.  When I first joined up, I accidentally necroed a thread bashing the Sova that just wouldn't stay dead until a mod locked it a few months ago.

-Twi

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September 18, 2012 1:37:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

the necro has relevance however, as a situational aspect (although rare) has changed and players have been alerted to the change once VR are balanced.

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September 18, 2012 4:00:06 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I didn't say it wasn't a VALID necro, just that I'd seen worse.  I've always wanted to be able to drop starbases in magnetic clouds, personally, since their abilities don't really rely on antimater, and there's nothing that neads to be targetted.  Just "drive over here and unload".

-Twi

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September 20, 2012 7:41:42 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting sareth01,
Yep magnetic clouds are the one thing that will permanently kill your perfect trade route

Ironically, this may prove to be a small added (and unintended) economic advantage for the Vasari Rebels.

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