think so, that's the colinzer one right? (if so yes)
Bootss1
I was in the middle of a game as the advant loyalists on a random map, and during an assault of an enemy's planet my titan disappeared (if i selected it on the empire tree I would have a nice view of the skybox - with no idea where i was looking at). After I ordered a retreat of the fleet one of my capital ships went to the edge of the gravity well and started spinning and did not jump away - it was quickly destroyed
if you could retrieve artifacts you could just send them to heavliy defended planets, and how would retvieving some, let's say Planet AI work?
they're in fortified positions that they withstand the bombardment but an access tunnell collapses so you have to "re-discover"??? or the game engine won't allow you to remove artifacts part way through a game.
Vista is not the problem, I was able to download sins + entrenchment (not to mention tons of other games off impulse) without a problem (using Vista 64 by the way). that being said wouldn't hurt to try running as admin. when i install, before anything download UAC buts in to say it needs your permission to install the game, have you said ok to the window or disabled UAC?
yeah that fixed it. thanks, it's always the simplest things [e digicons]:|[/e]
Keep it up! I'm very intrested to see what the next version will be like
what if you can still bombard a planet but all the infestructure goes away; but if you capture it (after influence flip or with troops) you get all the upgrades (and maybe a fraction of the cost for orbiting logistic buildings?) to provide some advanage then the current system of kill, colonize and spend
When I start a new game I can see the gravity wells around the planets, but no phase lanes (even with no mods enabled). Anyone know how to fix this?
Love you too(no really we do). I had a blast at PAX as well and I'm also slightly sad at no 3rd micro expansion for Sins... but hopefully it means a second game (sins 2 or new IP?)
I have a minor suggestion (not sure how hard it would be to implement) when an enemy jumps in and your colonial, have it shout "DRADIS Contact!" otherwise it's a really fun mod. keep it up [e digicons]:thumbsup:[/e]
you're saying have a supership/superstarbase that has it's own grav well?
maybe an increase of cap ship range (for missles) would help, and the cylon ablilities (and tech tree :) ) need to be redone but the game can be pretty fun so far, good job
MMO space compate (arcade stlye if i'm not mistakin), where the solaris = TEC Quantar = advent (kinda) octavian = vasari(?) yeah i guess it's similar, though the gameplay will be more like EVE but faster pace, and less math (so they say) I'm gonna give it a shot
probibly will go out with entrenchment as one or the three mini expansions on shelves or the game and the expansions as the final edition
My impulse used to freeze when i loaded it up (and constantly on updates) but after a week that went away for me
In my game, playing as the TEC, all my refinery ships have stoped moving, yet i beleive i am still gaining income from them. Anyone else experiance this?
You can construct a novalith without the research being completed. Is it the same for the other super-weapons?
well after i stoped the order to colonize(after it jumped) it didn't colonize the planet, so it's not the actual auto-cast
i have that in my game too.
nothing but some assailents and skirmishers, i'll see if it happens again
I just started a game as vasari, and got the colony capital ship, with the colonization ability. I turned the colonization abillity OFF auto cast yet it appears to do nothing. I made the capital into a fleet leader and whenever the fleet arrives at a neutral well it rushes to colonise the planet. anyone else experiance this? EDIT re-toggleing the ability made no diffrence either
I like the origional three - wasn't born when they came out - but i must have seen a new hope at least 30 times I also liked episode one because it was imaginative so i was able to forgive some of it's faults (some poor dialog choices) but i could not forgive jar-jar. And of coarse i went in to see episode 2- the clones were pretty cool (CGI made them look way more awsome then stormtroopers) but i was disgusted about 5 minuits into the film at the horrenous dialog and knew that the mo
fallout is a TEC seige frigate ability. it uses it when attacking planets (or colonised astroids), but it can not be applied everywhere (like magnetic storms, plasma ECT)
[quote]vy Fallout causes much more damage than without, then if you use it, you deal with the consequences. Yes, fair enough if the question is "can I turn on and off Heavy Fallout on demand", then OK. However, I don't see any improvements to weapons being an "ability" you can turn on and[/quote] Seige frigates must be pretty large (considering the size of the vollies they toss) so it would be plausible to have various warheads pre-fitted (diffrent bomb types - same shi