cooltypes, That should be in one of the starbase.entity files in your GameInfo folder, but I can't seem to find the specific line. I could find the hangar.entity files though but I doubt they are related to the stabase hangar upgrades.
bobj6
Sirphoenix, If I am not mistaken you can go into your fleet orders and left click on the join fleet. This should toggle the fleet auto-join. As such you should be able to keep the mine fleet intact and as long as your attack fleet is the only one set for auto join, any new ships should join that fleet.
[quote who="Mumblefratz" reply="8" id="2069274"] The problem with pointing to a creator as the source of all our origins only defers the question by the moments hesitation that it takes to ask "then who or what created the creator?". It's a never ending loop. All religions that I know answer this question by stating that the creator existed forever with no beginning. But this flies in the face of every experience that I know of. [/quote] Acutally there are rel
I would like to see what happens it Entrenchment 2.5 with the addition of the multi target, multiple banks firing solution anti SC craft now have. Especially when they are supported by HC's with intercept and LF's? I haven't done anything to test the anti SC without carriers hypothesis, but I also agree that with the appropriate balance of units, any spammed fleet can be countered. One key is that you can't have your engagement set at the gravity well settin
Configurable pirates would be interesting. I wouldn't mind if they could have similar AI personalities to exisiting AI choices (easy, medium, hard, unfair) and whether they are tactical vs aggressive.
So to sum it up, the only reason FLAK should be included is for those times when you build a starbase in a Star or non-colonizable wells? hmm... Interesting. Now don't get me wrong I still think the weapons range on SB should be expanded so that it covers more of the well, but that is another story for another time.
Thanks for the clarificaiton Annatar, I remember that you can do it, but have never tried since I have always been preoccupied with the unwelcoming party. I can understand your frustration Dorian and I agree that SB's can be pestered by strike craft and I have had it happen to me. In learning from my misfortune, I no longer keep the immobile SB's away from the planet. I stick it in the middle my defense turrets and hangar bays. I always have a PJI in m
In playing for several hours the past weekend (albeit the crazy scientist mod), I think the starbases are pretty much perfect. Starbases were never meant to be the be all end all (don't need another defensive structure in the well) platform. They were meant to make fleets think twice before engaging a planet and make it extemely difficult if you do choose to engage. In playing I found that if I grouped my other defensive structures aro
My top 5 would be: Call of Duty 4 (Xbox 360) World in Conflict (PC) Sins of a Solar Empire (PC) Fallout 3 (Xbox 360) Don't quite know about #5...
I will be the first to congratulate DANMAN and Mrs. DANMAN on their new bundle of Joy!!! I will go with a cute little girl weighing 8 lbs 9 oz and 18 in long with a lot of hair! I hope all goes well and I can't wait for the 2.0 mod!!
You are coorect TheSpydyr. It was said that potentially an update could be released on this Thursday (1/15). Granted that is if they get all the community requested changes, fixes and suggestions they wanted incorporated into the update.
Dark Shimmer/Major Stress, MAJOR congrats (no pun intended) on this latest patch/beta! I am glad you have found a work around for the cloak. I have been following (in a non creepy way, I hope) the threads/posts regarding this mod. I am a trekkie (just not the Spock ear, convention going type) and have been keeping my eye on this mod! I haven't tried to tak
Soverign22, I don't think attila means get rid of the universe at war, just delay the war until we have a fighting chance in hell to survive. If we take it that when we start a new game we are esstentially starting a new universe. how can all these other "civs" have these massive armies? It would make sense that they would be trying to establish an economy and infrastructure on their on planets and not waging war immediately. &
I love this mod and the work you all are doing. However, in each iteration I have tried something has made it impossible to actually play! In your current version the NPC players are ALWAYS attacking. I kill one group only for another larger better group to show up in my homeworld and destroy any ships or defenses. I can't even move to another gravity well to try and take another planet.
In finally playing the Vasari I was dismayed to see that the cost for the dark/returning armada now has a substantial cost associated to it for each stabilizer per use. The cost for the research, time, and resources is prohibitive to make this something that I would want to stive to get if I know I am going to have to pay such an outrageous sum each time. Especially since you can probably make them quicker and cheaper (given the appropriate upgrades). Can anyone tell me
that could be. Again I don't know where it comes from (just assumed that an ability that "awesome" would have come from the starbase), just that it is a Vasari ability and it is way too overpowered!
Your right annatar! As always... I have edited my original post to reflect another modding potential.
Now if the modders can make the ships change then that is simply... [e digicons]:w00t:[/e] [e digicons]k6[/e] [e digicons]:dur:[/e] It would also be interesting to see if you could add unlockable defenses for other buildings for simple defense (i.e. give the trade ports autocannons with 5 damage)!! Even more defense and entrenchment. "say hello to my little friend..."
Bobucles, I think you have a great idea with the upgrade path and the OP with the use of the cap ship slots. You could technically use the same strategy for Sole Soul's economic starbase as well. The TEC SB already allows for it to become a trade port. What I think should happen is that the intial starbase should be able to only allow 4 upgrades (one hull point, one weapon, one trade, and one defense) which would keep it as a small or medium (with all the upgrades)
Mark, If you don't want to play with Starbases or Mines then you shouldn't be playing entrenchment. Why don't you just keep v1.12 installed in another directory?
I was playing last night against a Vasari AI and when I went to attack his starbase it cast whatever ability (Haven't played as Vasari yet) that disables the passive regeneration on enemy ships. I think it is a great ability, but I think it is a little over powered. It seems that the effect lasts at least 3 minutes if not more. I had to keep sending my cap ships to a friendly planet which kept them out of the entire battle because they could not regene
I can also confrim that if the "load mods on startup" is checked you will get the "black screen of death." Although you should be able to start your task manager and close Sins withouit having to reboot. I haven't had to remove, change, or add any files or folders to make entrenchment work. vista ultimate core 2 duo 2.4 2048 RAM nvidia 260
I frankly think spamming is simply a noob (regardless of how much they play) strategy that doesn't require complex thinking and is a simple solution that in my opinion and experience has never been an effective strategy. In fact I no longer build more than my free cap ship because I loose capital ships too fast with missile frigate spammers. I just invest them in a balanced fleet of heavy cruisers, flaks, reg. frigates, and missile frigates. Basically, a balanced fleet. In the last g
My recommendation is to keep the current tech structure but have the tax fluctuate down one step if your fleet size is less then what the current step provided in fleet logistics value in the current step. For example, If I am at level 6 in my supply which gives me say 800 points and the difference between step 5 and 6 is 200 additional supply points. If I have more than 200 supply points available (which means that I have lost ships since the upgrade), I would pay the step 5 upkeep c
Norfleet, If you have an economic treaty with another empire your trade ships will travel through "enemy" space using the shortest route possible. You can loose quite a few trade ships this way. As far as the semi off topic subject of longer = more money. It is a lot more complicated than longer routes = more money is true or not (from a real world economic stance, anyways). supply and demand are inverse or opposite of each other. As the price rises supply will in