bestbuy this week $30
abjourne
Sorry I ment rude, everyone is entilted to their opionons.
My there are so many arrogent flamers here.
Suggestions 1. Planetary Logistics a. 2 for culture b. 4 for Labs & Frigate Factories c. 6 for Tradeports, Cap ship Factories & Refineries Vasarri out of Phase special abilities should be invisability not invulnrability. SuperGuns should be limited to ONE per System! Advent Supergun seems to be way underpowered. Vasarri jump gates should be limited to two gate per research and one research per civ level up to the start of the pre-RA r
Been playing for a little while now & I have a few sugestions. Suggestions 1. Planetary Logistics a. 2 for culture b. 4 for Labs & Frigate Factories c. 6 for Tradeports, Cap ship Factories & Refineries Vasarri out of Phase special abilities should be invisability not invulnrability. SuperGuns should be limited to ONE per System! Advent Supergun seems to be way underpowered. <BR
Been playing for a little while now & I have a few sugestions. 1. Change the Logistics of structures: a. 3 for
Been playing for a little while now & I have a few sugestions. 1. Change the Logistics of structures: a. 3
Been playing for a little while now & I have a few sugestions. 1. Change the Logistics of structures: a. 3 for
Been playing for a little while now & I have a few sugestions. 1. Change the Logistics of structures: a. 3
Been playing for a little while now & I have a few sugestions. 1. Change the Logistics of structures: a.
it stuck, sorry
military research yes, Zero G construction could require zero G research, Civilian, mostly no. However we are talking about a game here right?
The real one, oh yea jump inhibitors.
Stardock Developers and fellow posters, First I'd like to thank and congradulate on you on a great game in both concept & exicution. Sins has an excellent interface & a very cool atmosphere. However, there does seem to be a problem with both game "balance" and your attempts to "fix it". I feel for you. That being said, perhaps you should stop trying to fix everyones complaints and let the game be played more before you try to appease everyone. y
It seams many people agree, This is a problem. Ironclad put this in the 1.03 patch The simplest soloution is the best; subtract 700 credits & add 200 chrystal to the starting resources and lets move on to more interesting points (dark fleet).
Norrec is right auto cast doesn't work and invuln makes the ship "stand still" this ability is useless. The ability should turn the ship invisable when activated (until am runs out)so the scout can continue to move.
More victory conditions to reduce the end game.
Stardock/Ironclad, I have two thoughts on two problems; 1. Spamming, limit any given ship design to a max of 25% of a players current unit cap, ie reducing spamming. 2. Illumitators, nock their damage back to anti-medium just like the other races LRM frigates WTF were you guys thinking?
Forget Flak Frigs, waste against all but fighters.
scouts do anti-light damage as well.
Sentinals are not so good at taking out bombers, fighters and scouts are!, From what I've seen Fighters are the way to go against the Advent, either Illums. or Bombers.