You mean after you load a saved game? Because, I have that problem too but each time it happens there is some sort of mini dump. If not, then nevermind.
JDoe1013
I don't remember the name but I do remember that the advent can research something called mass transcendence which gives a bonus experience...that might be it.
[quote who="GoaFan77" reply="4" id="2021418"] Quoting JDoe1013, reply 3 So, my point is that Vasari are the only ones making them so it makes sense for them to be able to get them the quickest but the Advent are getting them from the TEC, so they should get them last, not second. Pretty much, first should be vasari, second tec and third advent. Well, it sounds to me that the Vasari are the only ones that can make new ones, so the advent and the TEC are b
Like Kitkun said, Advent came from the Humans. So, its more like this, Advent started out when TEC was still known as the Trade Order and they were cast out by them and they come back 1000 years later. Anyways, in the manual (and I'm summarizing here), the Vasari encountered these devices and they don't know how they work but they were able to replicated it with their nano tech. So, they get them first. The TEC encountered these devices and knew it wasn't of Vas
[quote quoting="post"] they should make an expansion where it's not so much a change in the technology but a change in the story line, say the TEC are beginning to lose the war on both fronts, and they have no choice but to expand backwards into recently discovered star systems in an attempt to save their asses. when attempting to colonize the new worlds they run into 2 new races. they quickly encounter a race that the vasari encountered on the run 10,000 years agoand become allies in t
I was just thinking about something concerning how long it takes to get the inhibitor. I was wondering, shouldn't TEC be able to get the inhibitor before Advent are able? I mean, it takes 3 military labs for Advent to get it and TEC 4 military labs but I would think with the story that TEC should get them earlier since they all come from Vasari.
I only had this problem with a pirate base but I only also paid attention to them but annatar's info sounds interesting and it might be that. It did come online after a while but I don't remember how long it took to work.
There are a few threads popping up about this but they are more about the mines and how to deal with them. What I really want to see is more control over the fleets. There are a few areas I would like to be able to have more control; the areas of placement of ships, speed of the fleet and maybe even priority of use of abilities when in a fleet (I'm talking about something like the closest ship uses the ability so the furthest one away isn't assigned it and have to wait for
I am fairly certain it does reduce time for both tactical and logistical structures. Its easy to check, when you are going to build something, it has a build time and when you research, you can see if it was reduced from the last time you saw it. I was just playing a game and I did see it was reduced, the build time...no need to keep an eye on construction.
So was the problem only that it wasn't working with level 6 abilities and thought that was a problem? I didn't really get to play 1.12 since I am in entrenchment so never really knew to look.
I think you have to update to 1.12 to play online. You do that by downloading impulse and updating through that.
So, I've been playing each race to get to get to know the new things I can use and will be facing in battle, but most importantly the starbases. First off, it seems that the SBs can be modified to what you want them to be but ultimately I see them as this, this is of course if they are all working bug free and how they are intended to work: The Advent SB is designed to fight fleets and win. The abilities that it can upgrade to suggest it is meant to be put on the offensive
I have noticed caps flying throught starbases and I assume smaller ships, I never really noticed if smaller ships do it but I saw when a cap does it.
I just played as advent and noticed it as well, it doesn't really do anything other than look pretty, lol
[quote who="Phalnax811" reply="6" id="1984362"]They are there!! They do shoot. I have seen them. I tested a game just to see them and I did. They are there:)[/quote] lol, then I guess I should stop avoiding that upgrade, thanks for confirming.
I have seen this but only when the ability docking boons (spelling?) is active it, it seems to stop attacking during this time. Personally, I think it should keep attacking while it is running an ability, its big enough to do two things at once. Another thing I noticed was the focus fire, it usually only attacks one ship at a time, unless theres one behind it, then it does two at a time, but I think we should be able to toggle how it fires from focus fire to a spread out fire, s
Unfortunately when I have a SB around I also have some gauss cannons around with the missile upgrade, so I see those missiles but I can't see the others, but if you guys see it, then okay.
I think it suppose to make sure that they can't take it over unless the starbase is taken down as well. So, they can destroy the colony but they can't take it over unless the SB is gone. I think thats how it works, not sure, I'll read it later.
[quote who="Cataclysm2000" reply="1" id="1983295"]Upgrades dont replace the current weapons, they add to them. TEC missiles are hard to see IMO, so it might just be that.[/quote] Yeah, they are, so I was hoping someone could check it since I tried zooming in and looking for missiles but so far none. Also, what I mean is when the SB is first built, it shows stats for not only lasers, but beams and missiles even though it hasn't been upgraded to have those yet.
I totally agree. Before the game was even released, I thought that scouts were going to be needed to even see the enemy mines but it seems they are just needed to destroy them, but this is hard to do. I have only played TEC and played against vasari, advent and tec and it seems that with a scout, you can destory the tec and vasari mines but they are always phasing in and out so when i finally target them none of my ships fire, I have to keep doing it to destroy the mines.
Alright, so I gave a skim around and didn't see anything about missile upgrades on the tec starbase. Whenever I upgrade the starbase with missiles I can see the change on the SB but I don't see any missiles flying around so I wonder if the missiles are actually working, can you check that out? Also, the first time I built the starbase I thought all those weapons were online but then I figured out thats the number they would be if they had the weapon installed, so is it possible
How much you willing to pay? Tutors aren't free [e digicons]B)[/e]
[quote who="kryo" reply="7" id="1961358"] As you can see, the cannon is on the left (from my point of view) as it is suppose to be, I took a close look at the picture and it is backwards and because of this, I believed thats why the Dunov is the stupidest cap because it always takes the long way around and takes the longest to get into position to phase jump. The tactical icon not perfectly matching the model has nothing to do with how the ship moves or behaves. And it's pretty obvi
[quote who="Verkinix" reply="2" id="1957060"]I'm having an issue since 1.1 where I will select a group of units and select an enemy unit for them to destroy, then zoom out and come back 5 minutes later and they have losted their targetting and are attacking everything but the target I selected. I lost far more cap ships then I care to admit because of this. This was never an issue prior to 1.1. It makes multitasking battle fleets across different planets quite discouraging. [
Update So, I decided to do that ctrl + Somenumber instead of a fleet with a fleet leader and it seems that the ships work fine that way, for the most part. Either way, I like putting my ships it fleets, so for now theres a way to have them grouped and fighting but not in fleets unless you like to manually control them every second.