zolop

zolop

Joined Member # 2606791
14 Posts 71 Replies 691 Reputation

For me when playing with a friend against hard AI with the economy bonuses it becomes a problem as the AI will then spam superweapons. Titans (because you can only have 1) and star bases (easily defeated by siege ships) are not a issue for me but giving people options to turn off them is not a bad idea.

8 Replies 14,914 Views

[quote who="Turchany" reply="7" id="3467657"] wow so necro.. 6 years like a record or something please check the date of the thread next time you comment in..[/quote] Sorry about that, I did a search and didn't realize the date was so old, next time I will keep that in mind. I would've made a new thread in that case.

8 Replies 47,256 Views

For now the mod mention does work with the latest version of the patch (1.82) but if they are going to any further updating to this game, a option to turn them off OR limit to a selectable number (not how many planets you control) would be a great thing to add, even if it was to be the last patch in a long while. For both singleplayer and multiplayer. I replied to this older topic because I did not want to make a new one since this thread already existed.

22 Replies 30,022 Views

In a game where the human players are allied, what are the chances AI would do the same with other AI factions? Is it better to leave AI in FFA and let them use diplomacy to make peace or start with locked teams?

1 Replies 5,434 Views

Update... I got them to start together, now I am having a issue where they are not starting in the system, on the planets where they are assigned in the galaxy forge. There are others stars in my map where a team of 2 human players can spawn and have spawned. Any way to solve this?

8 Replies 47,256 Views

I want to set specifically a planet for a starting location in galaxy forge for sins rebellion. I have 2vs2 on a star and even setting the team indexes one member of each team get put near the opposing team. Any way to set specific starting location for players at a planet/orbital body? Can't find this information anywhere...

8 Replies 47,256 Views

[quote who="Noa12390" reply="7" id="2006287"]i have had attacking fleets jump out so wide as to go clear around the mine feild and i am making the feild wide in the first place to make it so this can't be done and the ai fleets still jump out Way out side of the field and it covers half the grav well as is . Please fix this because what good is a mine feild if you can just jump Really wide and go around it![/quote] Agree!

12 Replies 4,762 Views

I honestly don't agree with expiring mines, unless they can automaticcally be buit in the same locations, as it requires more micromanagement by the player. Also making the Flak Frigates shoot mines, or a new Minesweeper Frigate is needed very badly. Putting a cap on the mines is also depended on what race your limited the cap too since, Advent has homing mines, less mines need to be used for example.

12 Replies 4,762 Views

[quote="Dealta Leader"] Heres how it works, im going to list things with numbers. You vote yay or nay beside the corresponding number. If you vote nay please provide a brief reason. At least answer the first few. 1. All races star bases move [/quote] No. We have many other defensive tools that we can build to support our Starbases/Planets [quote="post"]2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jum

37 Replies 15,765 Views

I must say that this expansion is pretty fun. It would be more interesting if their was a mine sweeper ship, as right now there is no way to really counter them. Now onto the Bug report. Situation. 2 Human Players against a 2 other teams of AI. 2vs2vs2. Each team was its own Race. My brother and I were both Advent. Problems started happenening mid to late game. Was using IronClad Online and was using "Al

4 Replies 2,657 Views

[quote who="gameripper" reply="1" id="1996163"]Dunov Classes can Detect/ Remove Mines? Capital Ships with counter upgrades? [/quote] While I agree with most of the ideas suggested, this would make the mines more useless if captital ships had a way to detect and destroy them. This would allow the player to make a LESS balenced fleet, destroying the gameplay factors of this game. Maybe make a Frigate like you suggested, it is a good idea.</p

21 Replies 27,838 Views

These are good discussions, very positive. The Devs will respond they are probably just really busy. The only alternative I can offer is make a new ship model for all the races that do this. But I believe the ideas suggested prior are really good and innovative. Like any Dev or moderator, they do read the suggestions, its just that they might not have enough time now to respond since, they are so very close to its release.

21 Replies 27,838 Views

I just recently Pre-Order Entrenchment and I cannot get Impulse to find to files to download the Beta Expansion. When trying to download it, it reads "Object reference not set to an instance of an object". I have installed Sins of a Solar Empire Prior to this and have it updated with the latest patches. Its was installed months ago, sins of a solar Empire. Theres also a Oddity with it in my registration information. It shows Sins Entrenchment 2 times with the sam

2 Replies 2,843 Views

Yeah I've heard of the Seven Dealy Sins mod Package. They all did incredible work on their mods. It was featured in PC Gamer. Thank for this information about Entrenchment though!

7 Replies 17,281 Views
Reply to ICO Down? in Technical

at 5:20pm New York US time ICO was down for me too. Hopefully it will be back up at 8pm.

10 Replies 5,519 Views

[quote who="Sakhari" reply="14" id="1914859"] Superweapons are there to force an entrenched opponent's hand in a drawn out stalemate. It's a mechanic that says "if you don't stop turtling and attack me, I'm just going to build a ton of these and wipe you out". In games where the players are being aggressive, you're right. They may not be all that useful (games with aggressive players probably won't even last long enough for superweapons to hit the field) but t

22 Replies 35,758 Views

[quote who="Phalnax811" reply="1" id="1912452"]Ok, already knew most of that, but appreciate the update [/quote] same for me. I am quite happy to pay $10 for all this content. Adds so much more layers of strategy.

5 Replies 12,446 Views

[quote who="AdamaCaprica" reply="1" id="1584484"]We don't need a petition matey, they have already stated that they fully intend to release a single player campaign! Worry not [/quote] Is this not true? If it is why did the original author make this thread? Not saying against it, but please research before you make threads. Like any new game engine, you need to make sure the engine works correctly before you can make a great game. I mean look a

124 Replies 147,358 Views

Should the people that have the Beta Version reinstall Impulse from the download posted above or impulsedriven.com I have the Beta Version, BUT it works fine with my Vista Ultimate 64 OS. Should I even bother reinstalling the Alpha Version? I have been constantly updated my Impulse whenever it checked for a update.

16 Replies 26,686 Views

[quote]Making this mod would only split the community into 2, it's a bad idea. As a rule of thumb I am opposed to all mods for this very reason.[/quote] While I could see that as a problem, but wouldn't the veterens get sick of playing the game and wanting to try something new? Modding the game provides more enjoyment out of a old game. For example I can fly a Robotech fighter in ArmA and with the scripts comming out from teh community I can build new missions. Thereby incre

11 Replies 7,559 Views

[quote]Okee np. I guess we just need to make our own which is easy enough[/quote] Guys the OP of this thread understand and just agreed that it will be easy enough to make his own mod with his own balance changes. No need to further drag this thread thru the mud. At least offer something constructive about a idea for a Pro Mod versus bashing the idea. After all no-one would be forcing people to download the Mod. I will find it interesting what will be changed for the Pro Mod

11 Replies 7,559 Views

Games are to long: Well... This isn't a problem but the games general design and the way it's played out. But because games last so long, like 3-6 hours i find, i myself seem to have to leave... or someone else does. Which completely destroys the fun!! [color="#00BFFF"] You can save the multiplayer games. Also if the games take too long in days, remember this is a complicated 4x game. Also try making the Map size smaller... it helps.[/color] Crashing: Wow... if i crash because

51 Replies 140,796 Views