schoolisdeath

schoolisdeath

Joined Member # 3068207
2 Posts 6 Replies 99 Reputation

yeah pirates are tough. Pirates travel along a same path, and also usually attack the same planets each time. Keep a small squadron and some tactical defenses at each target planet. Pirates are pretty easy to defeat with a small fleet. As Vasari, once you had the star system to yourself, turtling and getting the superweapon is a MUST. That's the only thing that makes Vasari worth it IMO.

22 Replies 9,778 Views

I agree with "cousindaVe." This works well against Humans as well as AI. If someone is microing your ships, try to pick up on it as soon as you can and retreat any ship they micro (at least, before it dies). Their ships will move all over the place and waste time chasing your retreating ship. Other than that, i think Microing is a bad idea in small battles due to mitigation. Let's say you each have 1 or 2 cap ships and 20 frigates, 5 cruisers. The amount of mitigation will

17 Replies 8,873 Views

I took a pretty hard look at them and judged them alongside the weakness of planetary defenses. Basically the weakness of PJI reduces the ability to create choke points at all. I modded it so that they have antimatter, and will auto-use the ability (or you can choose to disable and use yourself) and turn off phase jumping entirely for 30 seconds (60 seconds if full of antimatter). This way, if you choose not to scout, be prepared to possibly get rocked. I should mention my mo

5 Replies 14,993 Views

I don't see this working out versus human players. I've had a very hard time "winning with culture" even with all planets having 2 ToCs, and all border planets 4 (where possible logistically). When I'm TEC or Vasari, as soon as I see culture creeping towards me I build a media hub / broadcast station or two. They repel very, very well. Fully upgraded communions CAN eventually take over (depending on how far from capital planet). But the main reason it doesn't work against hu

11 Replies 6,173 Views

Hi Everybody, I've been playing and testing this for a while. The basic idea is that everything is twice as fast as it is on the normal , unmodded "fast" option. I know there are a lot of these, but all this one does is blanket double the speed of everything. So if you want to take this and then add your own balance ideas, this could be useful. PS: No specific abilities, damages or anything related to game balance has changed EXCEPT for shield mitigation for ever

0 Replies 2,155 Views

I agree with a lot of the people (Dhaeman is one that i happened to see in this huge thread) that say using the 4X term to explain why it has to take a long time is not the right way to look at it. I'm a person who's based more in Civilization than Starcraft, but for me, certain game types end up having "hang time" more than others. Less players and less map size create a game where you are entirely limited by your resources. So if your resources are coming in a certain rate,

243 Replies 290,081 Views

The only time I've ever had a dump error is when there are missing entity files in the GameInfo folder. See if it has the same # of objects as the original gameinfo folder. Then again I'm on 1.2, so take with a grain of salt

2 Replies 2,769 Views

Hey, I just wanted to post something of my own experience, born from an OMG moment when I was trying to get my mod to work, and it kept freezing. My friend apparently did the same thing, so I figure I'll start off the thread with my specific mod learning points, and other people can add on. Here are my things to start this off: - When changing angular speeds be very careful. Change them by exact multipliers or else Sins flips out. If you're wondering what

3 Replies 3,580 Views