PhyreFox

PhyreFox

Joined Member # 3036509
0 Posts 7 Replies 74 Reputation

Argonev Tag Team in an asteroid belt, w/ Akkan (lvl3 target link), some flaks and some repair cruisers backing them up, to help the SB's target torpedo ships and mitigate the chance to hit penalty in the well. :D (Bailknight graffiks mod also n_n) These guys are the green fleet units on the side bar. <img style="vertical-align: middle;" src="http://www.burningfiles.com/modules/xcgal/albums/userpics/10305/kits_bloo_argonevs.jpg" alt="Argonev Tag Team" width="677" height="540" /

7 Replies 18,880 Views

Actually, about the pinning - every well with a SB in it is auto pinned, but I cannot' unpin them. In my larger games I have this ungodly nimber of planets I can't unpin on my sidebar. :( They need to be able to be unpinned. Also I totally dig this starbase warning idea. I would certainly like to be notified. :D

6 Replies 32,896 Views

I figured fighters and maybe multistage missiles such as the sort we use these days to orbit satelites. Surely if, in this fictional futureistic setting, where we can travel between planets with ease and have warships and space fleets we can have a missile system with a powerful enough engine to boost into orbit to attack a ship in close proximity to the planet, or alternately have fighters that can take off from a ground installation and reach orbit and still be useful. It's not like the shi

42 Replies 28,803 Views

Makes me think back to the Ground Batteries, Missile Base, Fighter Garrisons (Stelar Converter! gehehe ) and other such structures you could build on a planet's surface in Master of Orion II that worked alongside the Starbase you built in orbit to defend a planet (planet shield generators were built on the surface as well.) It makes sense to have developed additional ground based planetary defences, I agree, after having been at war so long.

42 Replies 28,803 Views

[quote]Actually, i witnessed an attack to my heavily mined planet by Medium AI that consisted of three scouts, and five siege frigates. However, after witnessing my fortifications, they retreated immediately, so i don't know if they could have survived the minefield.[/quote] When I was playing yesterday as TEC I had a dead asteroid set up with about 110 mines all protecting one phase lane (the others came from my worlds) a starbase with all weapons upgrades, all armor,

13 Replies 3,443 Views

I think the scouts detection range for mines needs to be a little bit bigger. The other day I had my fleet parked on the edge of a gravity well that was chok full of these huge piles of Advent mines (Thanks drone hosts!) so I figured I'd give this sweeping thing a try, and flew over a scout a little closer at a time to get in range to 'see' them so the ships could fire at them. <span style="fo

25 Replies 7,869 Views

If you had any mods loading on startup in regular Sins before you updated to Entrenchment, like me, then that's possibly your problem. I had Bailknights graphics mod loading at startup and once entrenchment was installed I could no longer launch Sins at all.. just a blank black screen. :/ To solve it I went to my Mods folder and moved the mod's folder into another folder, and voila.. the game couldn't try to load it, and entrenchment started up just fine. :D

7 Replies 2,785 Views