I'm running Entrenchment on Vista-64 bit with an 8800 and 4gb RAM. The uninstall issue is seperate - there are a few threads on it. Having to lower your settings is a known bug. The current version is very inefficient in terms of resources and it's still in the process of being optimized. The Beta 2.5 update will contain many fixes for this issue.
DeadlyShoe
The problem only occurs because people build way more starbases than they need. This goes for the AI as well, though the Beta 2 AI is much better about this than the Beta 1 AI was. Beta 1 AI would just spam starbases in every gravwell it seems and spend money pumping them all up to max. Also, do you know what type of AI you were facing? It might have been a Defender.
What's wrong with being stuck in the gravity well? Now it's a defensive post for your new territory. I mean you dont need to upgrade the thing to demigod status if it has much better anti-structure power than other SBs.
I agree with Peter Ebessen. You should look at these upgrades situationally. All else being equal they really shouldn't be cost competitive with trade ports given that they are mounted in a massive weapons platform and dont cost logistical slots. But if you use trade upgrades to extend your trade net, you can get disproportionate gains from it. Similarly you should look at upgrading population at worlds where you get more benefit from it (high allegiance.) Cut th
The advent starbase does not have beams. Do you mean the lasers? They are not easy to see. Look closely.
[img]http://www.deadlyshoe.com/SINS/starbase.jpg[/img] The starbase is firing full lasers at the Radiance to the left. However it is firing no shots at all at the Disciples to the right. This seems contrary to my understanding of how it's supposed to work. Note: The picture is modified, but only because I lost the first picture I took and I loaded the game back up with a mod enabled. The gamesave is unmodified. <a href="http://www.deadlyshoe.com/
I don't think the engine supports dumbfire anything. There's no simulation at all, it's all calculated.
Although the laser and psionic surge ports have now been switched on the Advent SB, the second upgrade graphic is still for what are now the laser ports. You can't place a starbase in the center of an Asteroid Belt or other empty sector. Not a big gameplay issue but the snap-to aspect is annoying. Laying one homing mine seems to cost as much as laying a whole squadron. Or maybe one mine creates a whole squadron's worth of mines? Either way it's a little w
The Advent's Torpedo-Mat ships are nuts. They were powerful before, but now they just buzzsaw through orbital defenses. I'm not sure if that's because they have been buffed or just because the weapons version is much easier to use than the ability version. It is pretty elegant how the banks change works for both them and the starbases though. I can't speak as to the power of the Ogrov, I do think their torps look a little silly though :I
That's dead sexy guys. [quote]Gauss Blast no longer uses asteroid for its travel effect. [/quote] I take it back. I hate you. P.S. Will Flak frigates use the new multitarget banks?
Improving pirates ability to disrupt trade would be a start. Also tradeships shouldn't make pirates look like headless chickens. Goa: The Pirate Cutlass (iirc? the laser-storm ship) is the pirate LRM ship, they just forgot the 'long' part.
The starbase anti-strikecraft upgrade is the hangar. It's just too pricey right now to be worth it.
[quote]This is mostly from multiplayer point of view but mp also speaks volumes about cap balance. Caps get very little use beyond the first one you get for free. Partly because a lvl 1 cap just isn't cost effective compared to frigates or cruisers but also because multiple caps nerf eachother by sharing XP. Generally it's better to have one lvl 6 cap + more fleet than 2 lvl 3 caps.[/quote] It would be a level 6 vs 2 level 4 caps owing to how levels work. Two capital ships have a vast
If you have the replay i'd post it.
9000 hp base hull with no shields would be weaker than the current starbase. Nano-disassembler doesn't do much damage, but it does reduce armor, so even that ability would be stronger against a hullbased SB. for the record, advent structure mitigation never goes above base. it doesn't go up to 57%+ like a SB, frigate, or capital ship
hold position on fleets is very useful for dealing with the mines. As a bonus any fleetless ships you send in will join that fleet, rally to it and not go off on their own. it would be nice if the fleet AI were smart enough to just avoid mines though it doesnt have to be smart enough to sweep them you can set up hotkeys for most things if they don't already had one. check the menu.
I think it does hull damage, but it takes so long to reload that the shields have regenerated quite a bit it doesnt do a lot of damage no but it does it to a _lot_ of ships. You don't really want that thing being able to destroy the whole enemy fleet in 3 minutes flat.. :P the weapons upgrades for advent are futzy in a couple ways, but when they work it has pretty decent firepower
Make sure you arn't waiting on a fleet-cap research, or on the cruiser research
It's very strong, but it's very expensive; and at that it's still weaker than like Pervasive Economy. Consider how many warships you could have constructed for 38000 credits, 6500 metal and 4600 crystal (12 upgrades + 10 non-frontline starbases, assuming at least 2 of the starbases have military function).
There's nothing wrong with turtling, but you still need to build fleets. Not just defenses.
[quote]- The description of the Advent hangar defense ability says that it "bolsters" shields, which feels like a misleading wording to me. The ability restores shields, while "bolster" suggests it adds to maximum shields or something.[/quote] Any orbital facility near an Advent hangar gains 750 pts of shielding along with 15% mitigation. The mitigation cannot increase, so they are inferior shields, but it's still shielding. I mean orbital structures usually have none. I g
OH so thats why they had those huge claws shows how much i've played vasari.
um those previews are pretty accurate to the game as is what are you people on about? You can deploy starbases anywhere, defenses all have a greater tactical significance owing to abilities, an upgraded starbase costs 3x (if not more) as much as a capital ship and such a starbase requires 'several capitals' (at least) to defeat... the only thing i see that's misleading is that starbases would be able to 'level up' like capital ships. which is a mistaken impre
For now I would take a screenshot and recreate it in galaxy forge. Give it a name and tweak it for perfection.
all you need is small fleets of flaks and scouts for minesweeping you dont need a whole mainline battlefleet [quote]Here my see my puny fleet WTF pwn a fully upgraded starbase. So underpowered yes.[/quote] 6 high level capital ships is not a 'puny fleet' under any definition... i'm not sure why you'd want a starbase that took more to kill...