[quote who="wbino" reply="20" id="2000303"] Quoting Mazuo, reply 18I thought about it a little more and I guess my pipedream as it stands now would work out like this: TEC Mines: Large explosive inside casing. Big boom. Advent Mines: Psionic disruption field temporarily slows all ship weapons that are caught within it. Crews being mildly to severely disoriented being the reason why. Could affect the CD on abilities, but I wouldn'
Rangent
[quote who="Tridus" reply="13" id="1997468"]When a Vasari AI attacks you with a fleet that is 50% Ruiners (and it actually works), yeah it needs a nerf. Vasari mine spam is totally out of control right now. I'm not really playing Entrenchment anymore until the mines are fixed (or even better, removed entirely).[/quote] People need to learn to have a better anti-mine strategy. Basic mine strategy: 1) Do not have any of your fleets that could
[quote who="SageWon" reply="22" id="1972668"]Again, thanks for all the replies. I did a little more research into my questions, and the following summarizes the responses and my observations: Destroying high level caps gives the most experience points (xp), and from there it pretty much scales by ship tier. Structures also give relatively small xp. Destroying planets does not give xp. Each item's info card will list how much xp is delivered wh
Out of curiosity... if anyone is playing Vasari: 1) They reduced the cost of the mega-gun to 1800 (from 8000) 2) Has anyone tried to fire this at a system that is mined? Wouldn't this or shouldn't this wipe out all mines?
[quote who="Starhound" reply="3" id="1981745"] quoting post Suggestion: Maybe Flaks can double as minesweepers in addition to their anti-fighter role? Seconded. With a tech upgrade.[/quote] Awesome idea! Upgrade should let them not only distroy mines, but also detect/unphase them as well.
If I remember right, the vasari's final weapons technology is it's hugely overpriced gun (that I think went down in cost actually). I dont remember it's name, but has anyone tried it out on a system with mine's in it? That seems like it may be a quick and easy way to remove a bunch of mines from a star system.
Re: 2. Jump inhibitor/nullifier is NOT a answer. One more thing... why in the hell would you ever jump your entire fleet into an opponent's area (without scouting first) and not rule out the expectation that they'd all be destroyed as soon as they entered the system, expecially if there are now possible mines r
I'm all for the Vasari starbase phase jump, but faster games? I dont want to finish up a small map in
[quote who="TheSpydyr" reply="18" id="1980144"]I think that the costs for the starbases should be way more than what they are now...both credit wise and resource wise. Not for sure on the other 2 races...but when I built my first one for the vasari last night, it cost about 1/2 the total cost of a cap ship. These are supposed to be much stronger and better than a cap ship...shouldn't the cost be proportionate to that? Also, you should have a upper cap limit on the amoun
Yeah... doesn't look like there are many 'tips' or 'tricks' there... just a bit of info. Also I noticed my game didn't crash once last night until just as I quit the game when I won. One last thing, the link to the "tips and tricks" on the sins front page is a broken link.
[quote who="N3rull" reply="10" id="1954265"]... Suggestion: Make jump inhibitors ~30% tougher, so they're not so easily killed, but make them somewhere near top priority for AIs and make them top priority if the AI wants to evacuate. (i.e. if they wanna run away, they should first bang the inhibitor) [/quote] Agreed, I've noticed that it just isn't too fun playing against computer players with the above mentioned tactic. Phase inhibitors shouldn't be #1 priorty, but sh
[quote who="nicolasconte" reply="20" id="1947824"] Quoting Ambro_2, reply 18 I am thinking maybe this is just a few people who are having problems and we are only really hearing from the people who are dissapointed. Impulse worked perfectly for me and I expect many others as well. Although it is not nice to have difficulty getting the patch lets not blow this out of proprortion and start accusing stardock of being a bad company as there are always going to be technica
What the heck... Ive tried and retried to download the patch 4 times now. Every time it gets to 100% but says: "Experiencing network difficulties (100.0%) - The operation has timed out" Any help? Edit: Remedy though crappy... uninstall and reinstall the game.
Beta apparently wont start until after 1.1 (sounded like a week or two after) if I read it right... anyone else confirm?
[quote who="Samurye" reply="4" id="1942765"] I understand that you are trying to help us get the most out of our game and I appreciate that. It's just that we were expecting Entrenchment to come out but then that was changed a week before the deadline. Then It was announced that instead of Entrenchment we were going to get 1.1 so we at least had something to look forward to and now even 1.1 has been rescheduled. I very much appreciate what you are doing and that you care about us ga
[quote] Hi guys, it appears there a problem with some computers and various resolutions with the tutorials. You should be able to play them if you stay at 1024x768. You can then change to a higher resolution to play the regular game. We'll fix this right away but this will get you going. This is why it was marked as resolved. [/quote] I for some reason cannot change my resolution. In fact there are no resolutions listed as options to change.