therealsarsi

therealsarsi

Joined Member # 3099756
3 Posts 28 Replies 142 Reputation

well, I've searched a little bit with no luck. What is the best way to increase multiplayer gamespeed? I wouldn't even care if it changed permanently to 2x or 4x; the glacial speed of multiplayer lan games is wearing me down.

1 Replies 4,235 Views

In the days of sane liscensing, you could legally play multiplayer with only one disk. Maybe it was just lotr2, but it happened. [e digicons]:P[/e] oh, and they had some decent mainstream shareware then too (a bit earlier). I don't have enough examples to make a decent point, yet I try anyway. odd. The point would have been something about piracy replacing sanity and sane liscencing, but this doesn't quite work as piracy and insane liscencing have been around fo

8 Replies 4,700 Views

Ah, I see. Using a different directory when installing it the second time may work, but I don't really have much experience installing things twice.

8 Replies 4,700 Views

You can't disable entrenchment once it's installed? I haven't messed with entrenchment as I don't have a credit card, but it seems that if this is so it would fragment the already small amount* of people who play online even more. *maybe this number is bigger since last time I played?

8 Replies 4,700 Views

[quote]Building lots of repair bays can be good - help your fleet hold out vs the attacking fleet, even if it is larger[/quote] they don't always seem to autocast even when on autocast. I've watched plenty of ships die right next to fully ready repair bays. Maybe they fixed it since I stopped playing, maybe not. (Just checking for news on 1.1)

15 Replies 5,663 Views

[quote]1) Tick box on the map start screen that enables fleet cap removal once you research the last fleet tech, players with low spec machines should not join those games. (Simple and easy and my favorite Idea)[/quote] O.o thats insane. especially if you have dark fleets incoming. you'd have to go around and turn all the returning armadas of just to keep your comp from crashing and Vasari would be well favored in a game like that. You would drown in your own ships.

38 Replies 72,526 Views

[quote]Actually, I'd love to see all structures get a small defense gun (Like a Siege frigate gets). I'd also give something like that to the trade ships, maybe with an upgrade. Or make it faction specific. Vasari get cloak or something, advent shields, and TEC big guns.[/quote] tradeships would be quite interesting with guns on them, because if an enemy planet was on the trade route, the ships could eventually wear down enemy structures there. It'd be easy to guard against though, and y

7 Replies 12,279 Views

[quote]I don't understand the OP's problem. I've won several large 5-star maps, with fleet number set at normal, not even high. I wouldn't want to have to manage larger fleets.The key, I think, is to realize that ships are for offense, not defense. I like to build several levels of static defenses, typically 8 hangars, 1 repair, and a gun or two. I put that on all planets that are one-jump from a star, and all planets that are one-jump from those planets. I also make sure there is a frigate fact

38 Replies 72,526 Views

Not a bad idea, its just 2AM. =p defense fleet, sieging fleet, colony fleet, red fleet, blue fleet, big fleet, small fleet. I get it. Reminds me of Dr. Seuss at the moment though =/. They already gave the dark fleet a name, so I guess they started with the naming. =p

3 Replies 12,070 Views

[quote]...I'm really at the limit of what I am able to take, and successfully defend due to the scope of planets I need to 'look after' on my large battlefront...[/quote] heh, build a starbase =p I'm unsure, sometimes it seems as if the game can't decide if it wants to be small or large... and it has a mix of features to deal with either, but it doesn't alway perfect them both. Seems like it should scale up a little for each planet you own, no?

38 Replies 72,526 Views

Personally, I want everything but not necessarily at the same time. 1. Able to be constructed anywhere, even uncolonizable planets/asteroid belts. -a sort of remote/combat construction frigate could be built, sent to a location where it would start construction... construction would be supplied by trade/refinery/supply ships that would bring the resources to your location to be used by the constructor, therefore construction would be more costly and take longer if ememy somehow destroys s

7 Replies 18,519 Views

wait how could you call this game sins if planet capturing didn't involve genocide? but yeah, this could be very interesting... a d-day (in space!) of troop ships dropping in and starting a ground war... if planets were divided into provinces, this would make even more sense, as capship/purges could bomb ememy strong holds on your planet (and subterfuge on the vasari capship would also make more sense)... if all else fails just turn the novalith around ^_^ (laughs out loud) <br/

51 Replies 71,127 Views

[quote]If I have the resources and a planet with logical slots open - I add extra tradeports. I figure, if you are not using the slots for labs, factories or other (perhaps because they are not needed) then fill em with tradeports. End result, tradeports end up producing close to the income I gain from planets.Though, it'd be interesting to find out the rate of investment for a single tradeport.[/quote] rate of investment? at a mediocre 2.5$ per second probably about 10-13 minutes (tis har

17 Replies 21,954 Views

[quote]This strategy will fail completely against a competent human player. Cap ships lose to an equal cost of frigates, and lose so badly the battle isn't even close. Cap ship research is also very expensive, and requires you to buy lots of fleet upgrades. Even if you're a micro god who somehow gets incredibly lucky and never loses a cap, you'll still lose every battle by being forced to run all your caps away.[/quote] still, I think the advent can make it happen, at least in large maps, yo

24 Replies 13,610 Views

seems more like something you would research, as they're highly specialized structures. still, I wouldn't mind some flak on there, and it doesn't seem unrealistic. heh, I'm about to go make a worthless topic/suggestion myself ^_^

7 Replies 12,279 Views

eh... the more capships, the less exp. each gets with each kill. Only advent seem to be able to get away with the mostly capship fleet, because of resurrection, autoleveling to level 4, and 50% increase in exp gained. Even if you field a mostly capship fleet, I'd still recomend pumping in some auxships as needed (like flacks or carriers). and if you spam capships, your going to have to get used to them dying, which always makes me cry (not so bad with resurrection)

24 Replies 13,610 Views

Trade income per trade port is based on your longest chain of trade ports on planets adjacent to each other or planets only seperated by a non-colonizable object. hovering over the number of credits you have (in the top right corner) will show you your longest chain and a breakdown of income. "Refinery Quota" refers to the number of refineries using a resource structure with a max of 3, Refineries are separate structures from resource asteroids (kinda like trade ports). A refinery will

17 Replies 21,954 Views

sucks that none of the AIs will build superweapons, even the unfair AI isn't so bad if you just wait it out (park a few capships in between 10+ repair bays ^_^). So all human players have an unfair advantage over AIs, if thats what your asking. I'm not even quite sure if they use the dark fleet or not (tis hard to tell).

11 Replies 27,203 Views