With 1.03 I've noticed an issue (twice) where upon reloading a game that initially is set to have locked teams, teams become unlocked and I'm deluged with mission offers. If it would help, I will happily send in my save. Thanks.
Misaniovent
Why would you post a thread like this?
It would be interesting to see how this would've turned out were you Vasari. I have a suspicion that in a game like this, odds for survival are much higher with them, thanks to phase gates and RA. Of course, as you said, you did win regardless. Props.
Interestingly, it seems as though a few of the Vasari capital ships do leave hulks behind. I think that while this is a fun idea, this might add a fair amount of micro.
I will happily agree that the moving empire tree is not a great friend of mine.
Well tell her to hurry up, because we're getting impatient. Seriously though, I hope your friend is better soon, from a "I am a nice person" standpoint.
All of the people involved in the creation of this game are awesome. Ironclad and Stardock have both gone above and beyond most people's expectations for what a developer and publisher each should be. Indeed, my expectations, which, having played Galactic Civilizations II, were very high even before I purchased this game, have been met. Anyways, I try to make it my goal not to let my cap ships die. I would like to see them be more valuable, but I do keep in mind that frigates and cru
Not that great a poem.
I only play single player, so I can't speak to the apparently devastating and ruinous changes brought on by 1.03, but I do love this game. Love it.
I was going to start a thread about this, but since there already is one about the Antorak, it might as well go here. If I bring an Antorak Marauder into an enemy gravity well and create a phase gate, I can bring in friendly units to bomb the planet. If I then re-engage the mobile phase gate ability (I can't remember what it is called), and try to jump out, do the ships jumping ignore phase jump inhibitors? Or are they stuck?
I'm not really sure where to post this, since it is an issue with the AI. Regardless, I doubt that it's intentional, and figured you nice people would like to know. Playing on Doppleganger with 4 hard AIs, open teams, I noticed after capturing one of the players planets (itself taken from another player) that after twenty minutes of owning the planet, the AI still had not destroyed the structures that the previous owner had built, including resource extractors. This happened i
I'll bet you'll sell a lot of copies this way. Mmm, space battles.
Why would you want to do that? Seriously?
Hurry up. I feel like I'm having withdrawal when you don't update! :D
Smart man, that Brad Wardell.
I prefer sins if only because it gives me greater scale while allowing the game to, you know, run well. With that in mind, as a RTS game, Supreme Commander dominates Sins, especially FA. They're just too different to really directly compare.
Personally, I really like them a lot. The style is really standardized, but I think many of them are pretty great.
I love "listen up, hotshots." Colonel Tigh much? That said, I wish I could turn down the unit voices. I think they're well done, but in a long game, it gets a little . . . old.
Awesome story, just to let you know.
Excellent advice from everyone. Thanks.
Thanks. This may help me out a good deal.
I love this game. Love it. However, I seem to suck against the AI. I'm having trouble winning battles as Advent versus TEC (in this specific case), creating a fleet that appears to me to counter the opposing fleet well, but in practice, is useless. I lost very very handily. I'm looking for any tips that you can give me about what I need to focus on tactically, or if my fleet composition is the main reason for my loss. Is it usually best to let the AI deal with the