I was running SoaSE Diplomacy/Entrenchment yesterday evening, and my computer crashed, badly. It was a 50 planet, one star, 5 player game, so not too big a strain. The screen went black, and all lights went off. I let it cool down (it's a laptop, and was a little warm), and unplugged it. After ten or fiffteen minutes, I plugged it back in, hit the power button, and got no response at all, other than it acknowledging it had power. I tried unplugging it and hitting the power with no response. I
flameburn
It's almost certainly the Star Base penalty, the computer got mine and immediately left the system. My fleet was there for most of it, I just got there a bit late. Anyway, the instant the starbase was destroyed, the computer retreated.
Out of curiosity, does it matter what the scouts were intended for? They happen to be useful for this, so why not use them? Stop arguing about what they were intended for, and discuss the pros/cons. To be truthful, I haven't played much recently, but Hamish makes sense so far.
Ah, who cares about the 150 people? It's what they signed up for.
Two things I'd change: 1) I would leave the build rate of starbases in hostile grav wells unchanged. If you want more details, ask, and I'll provide, but long story short is that I think it makes the game more dynamic and makes it a bit easier to puncture defences. This may just be preference on my part. 2) I think repulse actually should take cap ships with it, despite being unrealistic. This is because if just the cap ships are left, then it makes it that much easier to focu
Something I do occasionally is to actually set up two colonizing fronts, one with cap ship+4-5 frigs, the other with 10-12 frigs and colonizing frig. This booms both econ and miliary.
I think it's been pointed out before, but their anti-matter steal/drain/disrupt/whatever it's called can be killers against carriers and cap ships, as well as support frigs. They also make good meat shields.
Give them a 5 minute headstart.
A friend and I each got 16 cap ships+maxed out fleet and then batted it out around a star, with 4 starbases each. He was the Vasari, so all the starbases were next to eachother for the battle. It was pretty epic.
[quote who="dedjal" reply="10" id="2217140"]T Quoting Cykur, Off topic question: How many Kostura cannons does it really take to kill an SB? [/quote] One.....two.....three....crunch! The world may never know!
Okay, this thread is going nowhere if we keep going around like this. N3rull, and anyone else who's taking that side of the discussion, have decided that Vasari starbases are OP'd against Vasari and need a programming fix, and the other side says no way, no fix needed. I've gotten to the point where I can see both sides of the argument, and N3rull could be right, so the only way I see to stop this from continuing to be a waste of time is to set up a game. This isn't me calling
All right, I have to admit N3rull has some good points. Yes, a Vasari starbase backed by a fleet is a tough SOB for another Vasari to take out. However, some of the things you suggest are mere ability and not balance issues at all. We can spend all day arguing about who is faster and smarter, the guy on offense or the guy on defense. There will be some credits and resources he spends upgrading his starbase that you will have and he will not. So I'll knock down my estimate of 19000 c
Eh, I generally put up 2 or 3 repair bays and spam turrets. I'm an offense player though, so that's just stalling until my fleet gets there. I put a bit more thought, with hangars and positioning of defense, and a starbase, around really important worlds. Sometimes I throw in a PJI for grins and giggles.
Maybe have one or two ruiners in your fleet, and leave *presents* behind if you're being chased. Or you can use them to establish a beach head in a non-Vasari gravwell, to put your starbase in.
a]Why does it matter if he has stabilizers? If you're on offense, then he will, by necessity, be a bit behind you. You can jump around all day, threatening either the core worlds or his starbase, and he won't be able to catch up. Admittedly, you won't do much damage, but he won't be able to any to you. One of you will make a mistake eventually, but that's ability and not unbalance. b]No, it's not a clever idea, but it works. There are few better strategies than hitting someone where i
To N3rull-Dude, lighten up. I'd like to remind everyone, before a flame war starts on a POTENTIALLY USEFUL thread, that it's a game. It's not your life, so get over the egos and the hostility. Treat it like a problem, not someone trying to make your life miserable. Done preaching now. Okay, the problem, to restate, is that you have a 23k star base, probably all three weapons upgrades, and ? frontal shields in a system, that, for whatever reason, you HAVE TO HAVE. Now, as the
I don't know if anyone else has seen/pointed this out, but there is a way to find where the artifacts are on a map without researching and without letting someone else research. First, start the game, then, immediatley save and quit. Don't go to the main menu, but stay where you can look at credit and resource and fleet graphs. Through the bottom half of the screen, you will still be able to see planets at a galaxy view. Some of those planets will have the artifact symbol under them, without
Or, you could ignore them while you wipe out the rest of the defenses, and if its useful, build a starbase and run them over...it can take 50 or more mines without sneezing. Costly, but if the planet is worth putting mines around, you can probably afford a starbase around it late game.
I only ever bother building them to chase down small groups of enemy ships, just 3-4 subjugators and 5-6 illums...and i stopped doing that when someone wiped out all of those mini-fleet...now i just chase things down with my main fleet. So, my opinion-Don't waste the fleet space on them when you can have some Guardians instead.
[quote who="sirrealizt" reply="2" id="2090015"]Thats it? Not particularly helpful... care to elaborate or offer a suggestion on augmentation? To be fair, you did say that these were your "only real thoughts", so maybe that IS all you can offer...? [/quote] Yeah, sorry about that. I was cranky and incoherent when I wrote that. Alright, so if you go with an entirely capital ship fleet, you're looking at 48000 credits and some equally large number of crystal and metal (
My only real thoughts are that unless you're playing a really easy AI, you are royally, royally screwed with that fleet composition...your econ cannot be good enough to support that until way late game.
Question-I've seen tons of people say NOT to split your advent fleet, and to keep all ships in one fleet....what if there are two or three very clearly defined one or two planet fronts? do you just jump between them, or create to completely seperate fleets for them? Am i misinterpreting the advice and its just to not split preexisting ones? oh, its a small 20-30 planet map.
I haven't had a chance to play with the advent yet on Entrenchment, but would making several tech. levels to get their turrets maximum shield regen. and mitigation solve the problem of them wiping out small numbers of ships, and still allow the advent to keep their higher survivability late in the game? And maybe do the same thing for the hangar shield restore {edit} and shield projection, or whatever it's called{end edit}. Not huge nerfs, but I think that along with maybe knocking down the r
It sounds to me like you're playing the Advent as if they were the TEC, and getting stomped when you don't have enough fleets to go around. If you haven't already, try better scouting and a more connected chain of planets, so your enemy has only one spot to attack that you can be certain of. The Advent will win every time in a head to head engagement against the TEC. Also, 2 regen. bays and at least one hanger defence per planet is a fairly cheap and effective defence against the AI.[edit] ea
With the most recent update for SoaSE (not Entrenchment) I have not been able to use the map editor. I'm able to click on everything else under single player, but when i click on the map editor, the game freezes and I have to exit out using the task manager. I'd like to know if anyone else has had this problem, and if it was fixed, and if so, how. If it's a problem with just my computer, I'd like to know if anyone has any ideas on how to fix it. Thanks