LordAlthalus

LordAlthalus

Joined Member # 2578558
24 Posts 51 Replies 1,156 Reputation

I think Sole said it, but I agree with bumping up the number of upgrades to maybe 10. This way you can fully upgrade the weapons and defense and give your base a little something extra too.

19 Replies 5,865 Views

[quote who="Sole Soul" reply="7" id="1991367"]Let me try again. Mines should ignore scouts. They should not blow up when a scout passes by-as they seem to not blow up when strikecraft passes by. (Has anyone been able to blow up mines by running strikecraft through them, without making them vulnerable to fire via scouts?) I have a scout. I fly it over a bunch of mines. The mines do not blow up. The mines do become vulnerable to being fired up

22 Replies 7,134 Views

I built my Advent starbase in a Vasari controlled asteroid system and the ships there came to attack it while it was being constructed. When it finished, however, they retreated to a nearby system.

5 Replies 1,280 Views

[quote who="Tessian" reply="8" id="1990387"] I can't even let the AI play as Vasari as things are right now.... [/quote] In the few games I've played, I've almost never seen an AI vasari mine field.

11 Replies 2,299 Views

[quote who="Cptn_Miller" reply="2" id="1990270"]Need to just remove mines altogether, that solves a multitude of issues including massive lag / memory leak and micro managing mine removal in a conquered system... The comp AI builds so many mines its stupid, as TEC assaulting a hard aggressive Vasari AI, the final mop up of the enemy is taking hours, my last attack w/ a full 16 capital ships - would not display my ships unless i was zoomed almost all the way in - this was due

11 Replies 2,299 Views

Figured I'd mention it as an idea. This way there is an added benifit for placing a starbase in a system with no planet. Not all structures, I'm thinking only things like broadcast centers, maybe nano-weapon jamers for vasari, phase jump inhibitors, maybe research structures. Maybe defense turrets for the TEC and Advent since they can't move. Discuss!

3 Replies 1,471 Views

I had put a Vasari starbase in an asteroid field once. The base was stationary but the asteroids would float through them. Not sure if it's a bug, but I wanted to mention it.

4 Replies 22,610 Views

Also, the "grouped" phase jump option needs work, it's still wonky, here's a save game showing all the problems, right in the beginning. My largest fleet is about to jump to another planet near the top of the map. http://vaa.blizzpub.org/sinsbeta/wtfshipphase.rar

2 Replies 2,139 Views

Noticed it when I found the Manifest Dominion, when you click on the planet you get this description: [img]http://vaa.blizzpub.org/sinsbeta/dunemanifest.jpg[/img] You see it says at the bottom "Structure Build Time 20%" However, if you look in the research screen it's normal: [img]http://vaa.blizzpub.org/sinsbeta/dunemanifest2.jpg[/img]

0 Replies 722 Views

[quote who="Evan James" reply="2" id="1986240"]But the real advantage is that it now also turns the target planet into a phase stabilizer node. (I think that's a change in Entrenchment. Somebody correct me if I'm wrong. I almost never play Vasari.) You didn't need to blockade-run the starbase to the next planet - you could have shot the planet and jumped straight there. For that matter, you could have shot at his home planet and jumped your fleet right into the m

12 Replies 40,300 Views

[quote quoting="post"] I just started a game as vasari, and got the colony capital ship, with the colonization ability. I turned the colonization abillity OFF auto cast yet it appears to do nothing. I made the capital into a fleet leader and whenever the fleet arrives at a neutral well it rushes to colonise the planet. anyone else experiance this? EDIT re-toggleing the ability made no diffrence either [/quote] I'

18 Replies 5,817 Views