cg49me

cg49me

Joined Member # 3039671
8 Posts 33 Replies 809 Reputation

Is that in the available planet types so that I can drop it in my own stars?

3 Replies 5,563 Views

I never used the map designer much in Trinity, so this may be something I'm just not aware of... Every time I try to create a map, it inserts a random extra star (that doesn't show up in the star list) that has a single rebel-occupied planet. For instance, if I define two stars and their planet groups and planets, when I preview or play the map, there are three stars - two are laid out as I defined, and the third has that single occupied planet.

3 Replies 5,563 Views

Haha... This cracked me up! Let me go ahead and say I'm in love with Entrenchment - great game! I've been on the Sins bandwagon since the vanilla release, and you guys have had me hooked ever since. Can't wait to see what the next expansions bring! Okay, on to the issues... Uninstalled my copies of vanilla and Entrenchment to make way for beta 3. Installed beta 3. Started the game, went to start a new single-player match. Clicked

1 Replies 1,500 Views

Earlier it had been appearing where the lower spires show up, but I just checked an old save game, and something in the hotfix must have "moved" it, because now it's showing up in the same place for me as your pictures. I've been playing as Vasari since the hotfix, so I haven't messed with TEC much since the hotfix, but I noticed that when I first built TEC starbases they would spin around for a little while. After some time, it looked like they stopped, but upon closer inspe

8 Replies 3,039 Views

Put me on the mine hate list too. I was playing as Vasari against Vasari, small map, but the deeper into the comp's territory I get, there are so many of its wells that are just blobs of mines. I quit playing because it's simply too frustrating. I like the idea (at least as a short-term "solution") of having a mines on/off option. Long-term, though, they need some major rework - a cap on how many can be deployed, an easier way to get rid of them, make them less ef

43 Replies 93,502 Views

I was playing as TEC, and had a starbase in a desert planet well. I fully upgraded the weapons, then went for the trade post upgrades. I didn't notice it until both trade upgrades were complete (wasn't paying attention until then), but the bright green animation that's usually in the top center of the starbase had "moved" to the outside of one of the trade upgrade spires, just kind've floating in space. I'll try and get a pic up...

8 Replies 3,039 Views

Fire all the weapons on one side of the base simultaneously, opposite the direction of the planet you would like the base to move to. Wait five years. Upon reaching the intended destination, fire all the weapons on the other side of the base simultaneously.

5 Replies 14,173 Views

[quote who="Rhedd_V" reply="8" id="1963617"]I can't decide which response to use for this post... Here troll, have a cookie. You look hungry! or Let this be a lesson to you, kids! Stay in school. It'll teach you what a cube is! or YOU are the huge penis extension! I guess I'll let you, the readers, decide which you prefer. [/quote] I choose D, all of the above...

62 Replies 78,673 Views

Guess this was posted just about an hour ago... http://play.tm/wire/click/2216281/ [quote]Public relations representatives for Stardock today confirmed to Voodoo Extreme that Sins of a Solar Empire: Entrenchment has been delayed. Originally due for release next Tuesday, the $9.99 mini-expansion will now be available

21 Replies 37,166 Views

I know this has been asked before, but I suddenly forgot the key combination, and I can't find the topic. What's the combo to get the HUD to disappear? It's like Ctrl+Shift+C or Ctrl+Shift+V, except niether of those... :P Thanks!

1 Replies 11,197 Views

Would pretty much eliminate the whole "chokepoint" ideology... Not to mention would be crazy hard to implement on multiple star systems.

28 Replies 47,030 Views

[quote]They're actually just a very simple loaded gun that gets pulled out of a concealed pocket and shot at a player or AI on a periodic basis. Pirates don't have manufacturing or resource handling capability, and so their forces just materialize.[/quote]Precisely. For them to operate in the manner you (and many others) would want them to, you'd have seen some civilian infrastructure around the pirate base (shipyards, for one), and not just a ring of cannons. Compounding to that, it'd be quit

9 Replies 20,158 Views

The metal asteroids in question were orbiting planets (that I had colonized). They should have only been able to support 3 refineries.

5 Replies 14,283 Views

Building more culture buildings does increase the spread of your culture/influence. They might be force-targetting your cap ship instead of letting the ships pick their own targets (frigates tend to automatically attack other small ships, vis a vis with cap ships). Matter of preference. Stick with the small, or smaller medium scenario maps. Not sure about that one, sorry. I would guess it only gives you the perks (no culture bonus), but again, see previous sentance.<

2 Replies 6,554 Views

[quote]All trade ports get the same amount based on the longest possible path between two of them (measured in jumps)Not entirely true, any trade port not connected to the main "chain"(the big white line you see when hovering over credits amount) only gets an income based on the longest distance between it and the end of what I call one of the "misfit chains" But all trade ports on the same chain will generate the same amount of income each.[/quote]Not quite... Trade port income is base

16 Replies 29,161 Views

Was playing through one of the medium scenarios yesterday (as Vasari), and chanced to look at some of the refinery quotas on my resource asteroids. Several of my metal asteroids were showing the quota at 4/3... I didn't notice until well into the game, 3hrs or so in, maybe? Also, none of my crystal asteroids were having the problem.

5 Replies 14,283 Views