No. As far as I understand, the only "units" that can be named is Capital Ships, Planets, and Star Bases.
imprisoned243
Here's the lowdown: everytime I want to edit a template in the GalaxyForge and I want to set the 'Group Editor' control statement to "PlanetOwnerIsRace", it gives me a JIT (Just In Time) exception error. <p class="MsoNormal" s
Actually, I think I know what you're talking about. See my post at the link below and tell me if we're in the same ballpark: [link="https://forums.sinsofasolarempire.com/315077"]Click Me[/link]
I did small experiments with this, but not extensively. I am fairly certain it depends on: (a) The galaxy size and (b) The distance the planet is from the star. In the galaxy I created, I made the size 10,000; at about 2 units from the sun (sun radius of 2.5 units), the planets got "freaky". As far as the importance of the star's radius, I am fairly uncertain of its purpose in-game.
I have come across a rather mindboggling problem here at https://www.sinsofasolarempire.com/ . Everytime I attempt to upload a picture of mine to my profile, I always get the "Egads! The gremlins in the server have stolen the page you were looking for! They're really quick, so we couldn't catch them. We tried, honest." error message from this web site (which, by the way, made me laugh my butt off the first time I saw it). I kn
[quote]The issue is not the amount of culture, but the period of time it needs to be sustained for. If you stagger the shots rather than firing all at once, it should be enough to flip the planet with only two or three of them. Either way, the more immediate gain of using it is that you can get your culture buff and deprive your enemy of his, or use it to scout when you have the research that allows you to see anywhere you have the dominant culture.[/quote] Really? Interesting. I'l
Making jumps between planets require antimatter (I think around 100 each jump, although I have a theory that the amount required for each jump varies on the distance of the jump).
[quote]unless you want them to revolt... lol@CenturionJixrai asked this once... you can find some of their answer enlightening here at https://forums.sinsofasolarempire.com/309605[/quote] Actually, I am almost positive that the Deliverance Engines will never make a planet revolt. My brother always plays the Advent, and at one time knocked up an enemy planet with 72 (yes, seventy-two) Deliverance Engines, resulting with a culture rate being 3000+, but the planet never rebeled.<
Can anyone tell me where I can find the history of changes/fixes from previous versions as well?
damn straight i'm a girl that plays RTS's! :CONGRAT:
Personally, I will almost always go with pure bombers in fleets and a 1:4 fighter to bomber ratio in defenses. However, when against AI Advent, whom I have noticed use cap carriers more often than the other caps (wouldn't be surprised if I'm wrong on that, though), I change my tactics to a 1:4 fighter to bomber ratio in my fleets.
I must say, I completely agree with you, CWO109. I typically play large maps, but even with the extra planets, it sometimes seems like I could [I]actually[/I] go get the groceries. :p I would also like it if they had a numerical representation of how much faster the game is going - i.e. "2x" or "8x" as compared to "normal" and "fast" - as well as maybe make the speed modifier like a slider bar from "1/4x" to like "8x" instead of the simple "slow", "normal", "fast" options, or at least somethin