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.
LordAlthalus
[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
Seems a little silly that they can detect them, but still blow themselves up. Edit: What I'm meaning is mines wont blow up, but will still be revealed.
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.
Tried malwarebytes and so far so good, thanks Blayde!
[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.
Ah, my google search didn't find anything.
[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
I upgraded it fully while in a hostile grav well and it was doing no damage to the population or health of the asteroid. It was a Vasari planet.
I can't seem to do it, and I don't like having random mines in my gravity wells from when they're created and start dropping mines asap.
Agreed with everything. Really need a dedicated mine-sweeping ship.
Ideas? Virus? When I take the cable out I don't get the "network cable unplugged" alert. I'm running XP Media
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!
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.
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
[img]http://vaa.blizzpub.org/sinsbeta/vasaribasebug.jpg[/img] (I'm uploading the screen now, give it a sec if it's not showing.)
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]
[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
I believe building a starbase inside an enemy well was one of the big points that Stardock/Ironclad harped on.
Ah, well that stinks.
Happened when playing Vasari on custom map with Artifact occurence set to 60.
Happened as Vasari with the Skirmishers
I haven't looked at the specs, but generally laptop vid cards aren't built for games.
[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'
heh, I guess the Advent's base would be the closest since it's a ring.