Yea guys, I'm running Windows XP on my laptop w nvidia 7600 card 4gigs of ddr2, it blanks on startup as well. The point of interest is, I actually ran diplomacy fine before the January patch and now it gives a minidump message in windows. Game still appears to continue to run though, I have to close it down. Graphics issue maybe?
Superchimp8
Matusow.... you get karma.... hitting a gaurdian w/vengeance could be powerful in pretty much any fight, I would think. Also, if any of you think the radiance has no utility, what we need to know to resolve the argument is this: is there a stacking effect of increased weapon damage for SC combined w/ weapon damage research? If you've built a Rapture in the early game, by late game your SC's (assuming they stick close to the Rapture at all times) could be getting a 69% d
Hey, I noticed you guys talking about the "can target SC" toggle in the modable files. A few weeks back I tried to give bombers a tiny rear anti-verylight gun (anywhere from 0.8-1.7 damage each, depending on the faction; TEC flak guns do 17.5 per bank for reference) because I felt they were getting nerfed too much in Entrenchment and was finding it hard to justify building them. I thought the gun would make them compete somewhat better with fighters against siege, LRM's and building bust
I've been working on a personal mod for me and my buddies, so this error might not occur with other mods (probably does I'm sure); I haven't had time to check it out. Anyway, the mod was obviously for Sins 1.13 using 1.1 ForgeTools. I uninstalled Entrenchment in order to mess around with the modding in 1.13. I had the mod set to load on startup. I forgot to turn this option off before I reinstalled Entrenchment, and the result was that the operating system would go to a frozen black screen; n
Hoping that we'll see less symmetry myself as the expansions are released. A good example of an asymmetrical strategy game is the Dawn of War series, although I like Sins much more :)
Agent of Kharma, you got it right on. About 10 fighter squadrons will take out an Ogrov in one pass. And given that Vasari have tougher squad members than the other factions, flaking down their fighters is a little more difficult than it is against the other factions; even though they have less members, it takes longer to kill one of them. I don't know about the Adjucator, but I'm thinking they have the same armor type as the Ogrov as well. Now, as far as building busters go, don't the Vasari
Starhound, I've said this before in a different post on the same subject: we are talking about CARRIER SPAM, right? Ok, if your opponent spends a considerable amount of resources building LRM's as well as carriers, then he will have less carriers than he would if he built no LRM's. Also, the way you put it makes it sound like the mere presence of LRM's is like a trump card against LF's. As Howdidudothat mentioned earlier, if you don't have enough of a unit to counter another unit type, you'll
Totally agree with Howdidudothat and MartialDoc. USE LIGHT FRIGATES! Not only do they deal the most damage per unit cost against carriers, but light frigates also don't take much damage from strike craft. 3/carrier against advent, 2/carrier against TEC and Vas. You only need a marginal portion of your force as flak (against a mostly fighter air force) and/or fighters (against a mostly bomber composition), mainly because even after you kill a carrier, it leaves squadrons that take a while to d
excellent point varis
Really like the idea of ships taking damage slowly if you can't pay the upkeep.... What i'd really like to see is upkeep that is not dependent upon your economy, but only the max ship #. What I mean exactly is that the relationship between your ship capacity and the upkeep cost should be exclusive, although not necessarily linear. If fleet A requires 150 supply, and fleet B requires 450, it might make sense that fleet B should cost more than 3 times the upkeep (extra COMM's perso
I really like the idea of slowing down carriers.... maybe also slow down how quickly strike craft are built. I still believe that light frigates and fighters (to take out LRF's) are the way to go against carrier/SC spam, just my own opinion. You just have to do some scouting to figure out what your opponent's mix is. But I would like to see the carrier speed slowed significantly (maybe by as much as 50%). That would give the carrier spam strategy a sort of commitment risk (no more h
Quote: " Superchimp8, let me explain why light frigates fail at killing carriers. They die to LRFs, too quickly. Maybe a bunch of light frigates.... like 20~30 of them can kill th
Um, I noticed some people saying that they are having their "balanced" fleets mopped up by all-carrier fleets. Well, if your opponent is using a completely linear strategy, surprise: the appropriate counter-strategy will be linear as well. There doesn't seem to be a "best" strategy as far as fleet composition in 1.12, as far as I can see. It all depends on what your opponent is doing. Listen, have you ever seen how little damage bombers and fighters do to light frigates? You'd
Hey guys.... i'm getting the same error message, although i've actually been able to play online. What has been happening to me is that I'm able to join and play a game successfully on ICO (for about 45 min on average), but at some point the game events will stop and I'll eventually have to quit to the main menu. When I get back to the lobby, ICO stops responding (I can't chat or join a game), at which point I logoff (since nothing is happening). When I try to reconnect, it says "Network Erro
Scouts do anti-light damage. LRF's have light armor. Use scouts (low cost, only 200 credits, no minerals and 2 fleet supply) and make sure you upgrade your laser damage. Put all your scouts on auto-attack and they will immediately attack either siege or LRF's. Try it, it'll surprise you.
Hey archpsi... The Armistice sounds highly plausible, since those disciples would be swarming around the Akkan, being as the ion bolt is an obvious disrupter of the combo. I had said earlier that the disciples could be used to steal antimatter from the Akkan, since they are quite mobile and in most situations would have enough time (before the Akkan is within range of either the Progenitor or the Revelation) to deny the Akkan the ability to use the Ion Bolt. This applies to other, similar single
Thanks Sentry. Yea, I've only played TEC and Advent so far, so I didn't even realize that the Vasari had missiles that bypass shields. Even if they only did this 30% of the time, that would pretty much kill this combo, without even considering all the other targetted special abilities. That's assuming that ships can't survive without hull points, but I think that's a reasonable assumption. So maybe this isn't so unbalancing. Here's another question though... Can TEC deal with this in so
Okay, so I understand that there are some very effective synergistic ship combos out there. For instance, a fun and rather obvious one for the Advent is to max out the Halcyon Carrier's "adept drone anima" ability and combine it with a Rapture's ability (I believe this is "Concentration Aura") to boost damage output for all strike-craft (or 'fighters', but as people have mentioned before, this works for all squadrons). Although this is kinda fun to do, it's not a
I'm in oklahoma, but not in OKC... fort sill (ugh...)