Isn't this sort of posturing over one's e-peen the sort of stuff that kills online gaming on the PC?
1Tiberius1
In general, refineries are good if you're going to be playing for at least another hour. Also, try to build them in areas where they'll have 10 or more extractors nearby. Even if you don't get much more of the resource you need, you can sell it on the Black Market and buy the other. Consider the Favored Client discount as the TEC as well. It drops the purchase price for resources.
Capital ships... you use them with capital ships... They suck; don't bother. Well, okay, they help the Progenitor keep using its Shield Restore. Or, if you've built a Rapture(and most people don't in MP), it fuels Clairvoyance. The Vasari Nano Weapon Jammer is far more useful as a race-specific tactical structure.
Try offering them missions to increase your faction's relationship with them? Does that work for the AI? I do think the AI should send out envoys once you have a peace treaty with them though.
I thought about this some myself as well, though I came to difference results. For the Kol, simply triple its beam weapon power for its forward beams. This puts the damage more in line with Marza Dreadnought missile swarms(the regular attack). It also makes the TEC beam research worth a bit more, considering it is tier 3 and tier 4 while only affecting the Kol and starbases with 1 weapon upgrade. So while the Marza propagates damage to the enemy,
Phase Out Hull is also handy to semi-permanently remove an enemy capital ship from the fight. In doing so, you also drain its entire shield supply. You also get to use it to prevent or delay focus firing on your own capital ships, or to bypass strikecraft bomber runs when they get into weapons range. Lastly, you can use it to effect rapid repairs on your own ships after a scuffle. Okay, you can also glitch out pirates with it as they try to phase jump away. [e digicon
The Space Rum is behind it. Yarr!!!
Vicious isn't too hard in large FFA games. The trick is to set up Diplomatic alliances and let them thrash each other for you. 1v1 on the other hand... nope. I've done it against Cruel, but it took me 5 hours for that one game. You have to quickly establish critical chokepoints and fortify them against massive invasion fleets.
Phase Out Hull has a new additional effect too. It depletes 200 shields from the enemy, or restores 200 shields to your ships. It helps you spread out damage by forcing the enemy to select new targets.
What country are you in? Also, despite their questionably objectable business practices, check Gamestop. They'd be likely to have copies. Well, a few.
Pirates add uncertainty and doubt into the mix. For some folks, they actually seek that element.
It is somewhat embarassing, but I tend to like battlefield beat 'em ups. So if I could make any game, I'd start by taking the formula from Kingdom Under Fire: The Crusaders, and adapting it to the 360/PS3 generation. ~For a quick run down of KUF:TC~ Essentially you're an officer of a military unit in a medieval fantasy setting. Your unit is just one of many on the battlefield, both on land and in the sky. You have some sub officers too, t
This topic needs more cheese and comedy. To that end I nominate Demolition Man and Starship Troopers. Both are guilty pleasure films. The former is a vision of the future where surface society has become non-violent and conformist like a Mister Rogers Neighborhood set. Those that aren't live underground. Throw Stalone and Snipes into the mix as violent offenders released from cryo-prison and have them wreck the town. The second has humanity
True, but I'm referring to using it on your own ships. It will restore 200 shields to them when they phase back in. In the meantime, they're forced to attack a different target, usually one with full health. You're basically playing musical chairs with them, only you're pulling out each chair as they try to sit in it. [e digicons]:grin:[/e]
I noticed that pirates tend to focus fire on capital ships when you invade their gravity well, and even a Level 10 Devastator will be ripped to shreds by them. You can at least avoid the defense platforms by holding ALT and moving your fleet beyond the visible gravity well to the outer boundary. Ifyou do this on the adjacent well before jumping you'll appear outside the range of the defense platforms when you arrive. Once in their gravity well though, expect to be hammered.&
Other than tanking damage, and providing a bit of anti-strikecraft duty, the Kol's regular weapons are weak and dispersed in all directions. Its Gauss Rail Gun is total weaksauce compared to the Marza Dreadnought's Radiation Bomb as well. A level 3 Radiation Bomb deals less initial damage to a target, but then deals 210 damage over 10 seconds to all targets in the area. If you're facing 30 ships, that is 6,300 damage applied to a bunch of targets. Those same targets ar
Don't forget to upgrade Civilian Infrastructure under the Planetary Development menu when you acquire a new colony. As the Vasari especially, don't let your expensive ships get destroyed. Also, don't build a bunch of Skirmishers. They're inefficient for the cost, and easily destroyed by the enemy. Don't neglect the low level phase missile upgrade either. Not only does half of your fleet use them, but their upgrades provide more bang-for-the-buck than any other we
If you're running v1.00 of the original game, i.e. a vanilla Sins retail copy straight out of the box, your fleet should be a Rapture(for Concentration Aura) with 100% Drone Hosts, toss on a Halcyon for Telekinetic Push. Carriers were broken in the original game, with full build speeds and enough ship speed to circle a gravity well out of harm's way until the enemy died. It wasn't unheard of to get enough bombers to kill entire capital ships in one pass. A Guardian, or more, with
Ah, thanks for that. I was missing the Jump Drive Relic, Jump Field Generator, and Ion Field Generator still. In particular, it is nice that the Jump Drive Relic got an additional bonus that works regardless of whether or not the map has multiple systems.
Nice, I found the Matter Compressor to be +25% trade goods value, up from 15% IIRC.
First off, I apologize in advance for laying down mighty Wall-O-Text. Likewise for getting up on a soapbox and preaching proposed changes be made to the game. But I only do so in the hope of making an awesome game even better. I do hope you'll forgive my hubris and give the issue some thought. So without further ado: It just doesn't seem right that pirates can bust up a fully fortified planet and its complete fleet(plus mines) due to a never-ending increase in
Maybe they're just enlarged planetary elevators? There are a number of different types, depending on the planet and race you're playing as, IIRC. The little 'cars' that zip between them all are normally flat sprites based on trade/refinery frigates and capital ships. Just some small details you might not normally notice. I can't be entirely sure that the pyrimids are indeed planetary elevators though. They may just be a mod object.
Yeah, I think I'm going to compile a list of all the effects and post them up in a dedicated topic. Here are some of the others I've confirmed in the meantime: Resilient Metaloids - Hull Repair Rate + 50%, Armor Increase + 1.0 Data Archive - Research Cost - 25%, Research Upgrade Rate + 5% Phase Jump Accelerator - In-system Jump Speed +50%, Phase Jump Charge Rate + 25% Relativistic Factories - Ship and Structure Build Rates + 30%
I tried searching around a bit on the forum but didn't find anything. I'm rather curious about all of the changes. It can be rather hard to find all the artifacts in the game to check them out side-by-side.
I tried searching around a bit on the forum but didn't find anything. I'm rather curious about all of the changes. It can be rather hard to find all the artifacts in the game to check them out side-by-side.