So I was testing how well a starbase would hold up in combat while being constructed. Initially I thought this issue was if the constructor was being fired upon-that's actually not the case. If you deploy the starbase over enemy units, the game locks up (video freezes and audio loops in a sub-second loop) until it crashes to desktop about 2-3 seconds later. Reproduced fairly easily in only a couple of minutes, and then discovered my original theory was w
Sole Soul
[quote who="Annatar11" reply="3" id="2000768"]For their extremely weak state without any upgrades, it's fine. It really doesn't take much to destroy an un-upgraded Starbase. If that's ever beefed up, then the build time will need to increase.[/quote] 1. Build starbase in enemy gravity well. 2. Queue 3/4 shield/hull/armor upgrades. 3. If Advent, queue mass disorientation. 4. Queue weapon upgrades. 5. ??? 6. Profit! :P You make a valid point, but
Works for me.
[quote]I know it's close to the release date, so I hope somebody already caught that.[/quote] January 1st is a placeholder date. In all likelihood, all that will happen is a new beta (if that). Release date is still to my knowledge unannounced.
No need to bring income into this-I guarantee you I'm poorer than you are. For the record, I've never actually owned a Core Duo (although I now own a Core 2 Quad ). But my system previous to this one was a 900MHZ AMD Athlon "Thunderbird", with a paltry 256MB (2x128MB) 133MHZ SDRAM and a 32MB TNT2 M64 video card. For a while I was running only on 128MB-then I found the other stick. But I basically put that thing together out of parts that no one wanted anymore-a
[quote]Remember the Pause feature - confusingly mapped to the Pause key![/quote] That's why I could never find it! I've actually had keyboards without this key, though...and my current keyboard lacks an insert key, for crying out loud.
Fine-any human can do it as well. What's your point? They're still overpowered, due largely to their spammability.
Where to begin? Starbases aren't powerful enough; mines are too powerful. Play a game over two hours and you'll see >2k mines per gravity well . You don't seem to understand that allowing you to do this means the AI can do it as well, and at present clearing them takes entirely too much micromanagement. There's no strategy involved at the moment-just build hangar bays/drone hosts as Advent, or build ruiners as Vasari. TEC u
[quote who="Annatar11" reply="5" id="2000244"]I take them all?[/quote] No-because the thread was completely derailed. (Even though it was already offtopic and had no topic!)
Guys-this is why we can't have nice things.
You get the CD key emailed to you, in a receipt, and it should automatically be added to your SD/Impulse account, which means Impulse should auto-recognize it.
[quote who="madgelo" reply="13" id="1999945"]does 3k damage over 15 sec or so to ALL targets within that huge radius[/quote] 25 seconds (20 volleys), but yes. As a note, shield mitigation and armor do take effect.
The beta version of Entrenchment overwrites the vanilla Sins files. The only way at present to run both of them is uninstall, install Sins, copy it to a new directory, and then install Entrenchment. My understanding is that it won't be like that at launch, though.
[quote who="Annatar11" reply="3" id="1999379"] Elaborate? He means make planets get weapons to shoot at ships. So, nay. [/quote] In that case, nay. [quote]6. Planetary Shields for starbases. NO - already exists why waste a build slot on top of theat SB's are more useful in nutral territory in my opinion.[/quote] Just because something exists for one faction doesn't mean it exists for all three.
(Hi Annatar!) Apologies, but I had to do it. I'd assume it's sufficiently off topic. :)
[quote]1. All races star bases move[/quote] God no. Increase the range. [quote]2. Phase jump inhibitor built into star base. What percent should it be? Keep in mind phase jump inhibitors for planets are usually 700%[/quote] Good idea in theory; mechanics thereof need to be fleshed out. [quote]3. Revamp Mines on Advent and Vasri[/quote] Yes. Also, lower the damage (for everyone). [quote]4. Starbases take more money and time to construct in exchange for
Works as advertised-just fired up a game and tested it. It adds additional strikecraft per squadron, not additional squadrons.
[quote]Feburary 31st.[/quote] :D
[quote]Even starbase weaponry can't match the defensive power of a massive minefield.[/quote] That's the problem, really. Well, apart from them crashing systems and being micromanagement intensive to clear.
[quote]and the final thing was to be able to build more then one star base in a gravity well.[/quote] Yup, that's definitely a dream. I'm personally totally opposed to this-it's enough that each faction can have one. Bring in some allies! ;)
I'm gonna put my money on March, actually, but I have no real reason for doing so. :) And for what it's worth...Sins, and Entrenchment, are Ironclad's , not Stardock's.
I wasn't aware we were merging the ideas; I was just trying to treat them separately.
[quote]A blockade-PJI isn't as effective as a blockade-Starbase because if the raid force has enough bombers they can make one or two passes at it (and every single planet will have one).[/quote] And a blockade starbase has to be destroyed to be able to raid. Do you really want to have to destroy a starbase in every single gravity well, just to go on to the next planet? The point of having the node blockade on the PJI is that the PJI can be much more easily destroyed tha
[quote]For Vasari it needs to be built quickly in enemy grav-wells, so that it can attack enemy starbases.[/quote] If it was treated as a structure, we wouldn't be having this discussion. Vasari have a tech that they can get -80% structure build time on. Sure, it's a tier 6 civilian tech, but still.
[quote]What your reading and understanding my point of view is all wrong completely...[/quote] Then you should be more clear. No offense intended. :) Shelby, I know where we're going. Also, I've read that previously. :)