Solaron

Solaron

Joined Member # 3098467
0 Posts 71 Replies 65 Reputation

[quote]Oh, no question though I don't think he's narrowminded so much as he's deliberately trying to antagonise. Either way.[/quote] Yeah, true. Who knows what's going on in a troll's mind?

101 Replies 38,267 Views

[quote]Tell me you're planning to significantly improve the AI and overhaul the diplo system before you put out an expansion and I'll give you a great big one. What's more, I'll actually enjoy the game and probably buy the expansion. Sound good?[/quote] Vinraith, how many times do people have to tell you that the Diplo and AI are going to be overhauled before you stop telling them to overhaul it?! Geez, cut it out. Craig Fraser has already said that it's going to be overhauled, and seve

33 Replies 52,412 Views

Hmm, well, if you came up with no hits, then cool. Strange. Maybe the topics I read weren't titled concerning refinery quota's, but were going into them in depth. Perhaps that's why you didn't get any hits even though there is a lot of that info around. Well, whether that was the case or not, now we've got a dedicated thread that people can search for. And thanks for your simple and to the point topic title. It really gets annoying when people make new threads with a title "Please Help"

8 Replies 17,636 Views

Yeah, that's fine. Like I pointed out, you consolidated stuff that was posted, and with all this trolling, that info can get lost. Some people might not figure out the implications of what was written here, and you just made it easier to look through, spelling it out, instead of mentioning building fleets in segments here and there like I did. Plus, I mainly focused on the defensive aspects. People should realize it can be used offensively as well, but, who knows, it may not dawn on some people.

101 Replies 38,267 Views

This has been posted and even trolled about a lot *sigh* I'd recommend doing searches, refining them carefully, instead of just opening up a new thread. When you have extraction points, you'll see that quota. That refers to the Refinery structure that you can build after sufficent research. If you build enough refineries to fulfill that quota (if it's a 3, then you build 3 refineries), then you'll have maximum resource income. Now, here's the kicker. Those refineries support all extract

8 Replies 17,636 Views

Yes, it is based on the totals compiled throughout the match. Since the graph is a constant increase (unlike, say, the Pirate bounty, which can rise and fall considerably, since bounties soar or get spent pretty quickly) you can see that it's a total cumulation.

4 Replies 12,136 Views

PhonSiEtm, as a major contributor to the research in this thread, I believe I may have a bit more clout then Sideshow_. That being said, I can agree that you are being a troll, especially after that Screaming trantum you exhibited in reply #87. I should like to make two points: -We've already proven that individual build times do not change with more factories. -We've already demonstrated several methods of ship extraction with multiple factories. Serondal, I alrea

101 Replies 38,267 Views

So it's a definite Ally Bug. With all this research, the conclusion is this: with 1.02 and still with 1.03, if an ally breaks an alliance and goes to war with you, the bug will prevent your units from engaging planet structures. Of course, I wonder... Does the same thing happen if the [i]player[/i] breaks an alliance with an AI ally? Definately another thing to consider. If it's the same, well, at least it'll give you time to prepare to open up on former allies, instead of having to con

30 Replies 41,077 Views

You've got to watch out. On most of the planets (those that can actually support large pops, like Terran, Desert, and Ice) require at least 2 Pop Upgrades for you to break even. Also, even if your income through population puts you in the positive number, you are still generating negative figures for Under Development, even if you aren't losing money. So, remember this. When you capture a new planet, and you hit that Planet Upgrade, look at the underdevelopment line for the research info card. I

4 Replies 12,136 Views

Hahhah, now that's an awesome view of things, Mettra! And that's one of the reasons why Starcraft remains one of my favorite RTS games. It was so flexible that the very flexibility made such an extensive game, giving such variable feels. I'll still pop that in and play it, even now, a decade (8 years from the expansion) later. It always feels new, since it's so easy to change your play style. At least, imho :p I agree that MBS needs to be used carefully. Personally, I'd support the side

101 Replies 38,267 Views

Yup. That does seem to be. So, as it is with almost every aspect of SoaSE timing is the #1 influence that drives, and shift-clicking is the same. Just pick the appropriate factory, and depending on what timing scheme you're interested in, you can single click moderately fast, or shift click, if you want a flood, or a fan :p

101 Replies 38,267 Views

transitive, he has lost some respect, certainly, although I've got a bit more history to back up what respect is left, since I've seen some of his activity on the WiC boards. Yes, he does tend to be uncooth in his responses, but not without at least some justification, and I'm willing to give him the benifit of a doubt. You, on the other hand, made openly degrading remarks against Kruelgor, which I notice he has not counterattacked against. You have also degraded the value of this threa

101 Replies 38,267 Views

Well, I mentioned it before, but I'll go ahead and repeat it. I haven't confirmed it, but I would figure that if you queue 1 by 1 from the planet, then the units will leave from the first factory that was built in the system. Of course, it could be that units leave from the last factory you built. Well, only a simple test can answer that. Just build a few factories, then select the planet, frigate or cruiser construction, and queue up ships 1 by 1.

101 Replies 38,267 Views

GridGlider, as an Air Force member myself, I understand what you are saying, and can support you, so long as you don't push people who have shown signs that they don't exhibit as much moderation. There is no telling how this arguement could've turned out, and I've been in plenty of forums where arguements like this shut down very nice, interesting threads, and that was a shame. I wouldn't want that to happen here. And I understand where you are coming from concerning combative behavior

101 Replies 38,267 Views

Now, what transitive just did does warrent a Moderator taking drastic measures. I should hope that you are being sarcastic, and should also hope that you note your post as such, since you also have no authority to be telling people to never post ideas and strategies, which is one of the purposes of this forum. You also have no right on these boards to be calling people ignorant and exhibiting of limited intellect. It violates forum rules and guidelines requiring respectful exchange on these boar

101 Replies 38,267 Views

Chasington, I certainly agree, but I must point out, again, that Kruelgor's method of counterattack wasn't exactly the most tactful method, considering GridGlider's carefully constructed statements. Sure, I believe that GridGlider would've wanted to respond with rude comments, but I don't think he'd want the title of "Hypocrite" along with the title of "Troll." Rhedd_V, sure, you could do that, and sure, it wouldn't take up game time, but I don't think I'd want to waste real time doing

101 Replies 38,267 Views

Now this is getting out of hand. Kruelgor. You need to be careful. Proof is irrelevant, since you have resorted to name calling. Even if GridGlider started the exchange, the fact remains that he's maintained a cool and civil hand, while you have called him a buffon, bully, and wimp. Should this go anywhere, you would be the target, even as the victim. GridGlider, I'd like to know what authority you've got to be openly critisizing posters on the public boards. Looking at your Pr

101 Replies 38,267 Views

Admittedly, no one should be offering "harassing and unnecessarily antagonistic" statements, since they are rude and vulgar. However, I'd like to make a couple points: 1) Kruelgor didn't make such a comment to Bobuncles, nor has he made any such comments to any other post in this thread, except against those who foolishly mouthed off about this thread without thinking. If this is the level of "harassing and unnecessarily antagonistic" comment making that Kruelgor conducts elsewhere, the

101 Replies 38,267 Views

Umm, Bobucles, you should try reading some of the later posts from Kruelgor, HollowMan, and I. I've already pointed out, and they've proven, that building individually from one factory allows ships to exit that one factory, but doing a fast queue (shift+click) will have five ships simultaneously exit 5 factories (if there are at least 5 factories). I've posted a strategy using this, and they've noted it's usefulness.

101 Replies 38,267 Views

Not being a veteran, I can't offer much, but what I could offer would be to say: Put up Hangar defences at all your rear planets. If it's a blitzkreig style strike, focus on Fighters, since most ships in a blitz would and should consist of Frigates, which Fighters are designed to destroy. Also, build Phase Jump Inhibiters, having it overlap as much of the likely avenues of the exiting enemy fleet. Having a phase drive take 250% longer to charge is vital to effectively whittling down a blitzing f

20 Replies 12,462 Views

Thanks, Mettra. I thought that was the case, concerning build time. Like you, I didn't bother with a stopwatch, although I also didn't want to waste the time with a replay timer (lazy :p ). Still, it seemed like the rate of building didn't accelerate because of multiple factories, other then the fact that you've got several ships getting built simultaneously. Individual contruction speed didn't improve. So thanks for confirming that. I can rest easy now, lol :p As for Dune II, you could

101 Replies 38,267 Views

Ahh, good stuff. I'll take a closer look at your info when I get the chance, but I like what you wrote here. As for accel/decel, I would like equalized values, but I'd also like realistic values, as well as some technical reasoning as to how the ships in SoaSE can accel/decel as quickly as they do in a grav well without turning their crews into spagetti (ie, what kind of countergrav technology do they utilize?). It's not really important, as the imagination can cover that, but I would l

121 Replies 109,056 Views

Hey, don't feel so bad, Necronic. Strategies always take making before they can be used, and not everyone thinks up strategies to make and use. Even that strategy I wrote out here, I was only using it for a little while, and it took a while to fully make it. Sure, I'm new to the game, but I've burned a lot of hours making and testing out a few strategies, and even this one with the factories, I didn't fully implement it (like I didn't spread out my factories precisely, as I suggest in this strat

101 Replies 38,267 Views

Thanks for confirming, HM. Now that it is confirmed, you now have a pretty nice planet defense strategy. Back that up with Hangar Defense, either spread out, or centrally placed in close orbit by the planet, and you'll have a planet that will require a heavy fleet with cap ships to break. And it needs to be quick, otherwise, all those ships will slow down the attacking fleet, perhaps long enough for major reinforcements to arrive. Of course, it's important to note that you need to turn

101 Replies 38,267 Views

It is true that if you individually queue up several frigates, that when completed, they'll pop up out of a single factory, that being, the factory you have selected. However, if you do a Shift+Click, and queue up 5 ships at once (whether or not you've got 5 factories), all those ships will be completed at the same time, and exit different factories. The reason is this: even if you click quickly, individual ships are being built at different times, across however many seconds you queued those sh

101 Replies 38,267 Views