The Argonev for the win... Played the the new release yesterday and the new researchable upgrades for Starbases are amazing. I got my fully upgraded argonev up to 20k+ hp, and it had 14 squadrons. It took out a sizeable Advent fleet with NO trouble. It was great, they hammered at the starbase long enough for me to build a mine field in their retreat path. Once they lost their 4th capitol ship (all were lvl 4+), their fleet was decemated trying to retreat!
Donnyq
Hey All, Just curious if Aux. Gov. has been fixed for the final release of Entrenchment. I haven't had the chance to upgrade yet, and was just curious. Cheers
Hey All, Just curious if Aux. Gov. has been fixed for the final release of Entrenchment. I haven't had the chance to upgrade yet, and was just curious. Cheers
+1 here too... I love Random maps, but my friend and I have been forced into playing the pre-mades with the starting positions close to one another
[quote who="goodgimp" reply="2" id="2075770"]Your mom's a starbase. [/quote] Oh yeah? I starbased your mom last night! I dont think the Vasari SB is the best suited to move, but it's still pretty cool. It's kind of daunting when I jump a fleet in and see that I have to contend with that
u need to upgrade the logistics slots on your video card
I posted this elsewhere, but I'll say it again. Give flaks a constant firing solution (like in BSG) where they pummel a constant area as opposed to targeting individual SC or squadrons. Balance the effect by reducing the damage maybe but this way as SC fly through they take damage. This allows you to cover a fleet so SC can't just fly through your formation without some cost. At the same time, reduce (slightly) the speed/hull/shields of carriers. As well maybe bump up (sl
I hope it happens, and that they do something with the drakh war and how they eventually save earth from the plague
What if the fix for flak took a page from Battlestar Galactica. LEBSG's solution to incoming missiles and strikecraft is to provide a constant cover of flak in effect acting like a shield. What if Flak frigates had a method of creating such a fire solution within a limited range. This means that when you enable their firing solution they plant themselves and fire a constant barage within that range. OR, they could have a subdued version of flak barage like what the Kol's have... maybe
I'd like to see mines invisible unless you have a scout in your fleet... it really makes you have to THINK before attacking (pardon the pun at the beginning)
Everyone above me is right, it's not JUST Starbases and Mines... The game plays completely differently. They also added new types of grav wells, new techs and so on. For $10 (even during the economopocalypse) if you're serious enough to play vanilla Sins, you may as well just buy entrenchment and NOT get McDonalds tomorrow. The beta has been awesome... pretty much Entrenchment is out, it's just not totally finished.
[quote] One thing is to have your Strikecraft in Hold position where they fire continuously instead of making a pass every now and then. Logically, if strikecraft give up their only advantage (super speed), they should get horribly owned by nearby frigates and especially capital ships with multiple weapon banks.[/quote] That comes across as contradictory. I play only SP but I find having targets of priority is a good way to gain the upper-h
If u have the beta u should be able to see them after 15-20 mins of gameplay
[quote]See, I think that losing labs should affect passive modifiers like mining/armor as well. Then raiding labs would be an even better tactic than it is now, helping you into the mid and late game as opposed to just the early game to stop a rush.[/quote] IF that were the case, then it should only apply to new ships being built. Technically as u get new armour/ammo upgrades the ships are retro-fitted, but once they have the upgrade and u lose the technology for it, that doesn't mean
I like the notion of squadrons needing to re-arm... i think this idea could work with proper tweaks to the anti-matter. Maybe add a separate anti-matter counter called "Squadron supply" so that jumping doesn't affect it. It doesn't make sense that strikecraft would be penalised because their carrier jumped... You could even expand this to be upgradable later on so that your fighters could stay out longer? I like the concept
A good distraction for the AI while you bypass and hit their homeworld
Keep em at 8, but add the ability to decomission upgrades... ie you can sell scuttle your trade ports in favour of hanger defence, but you dont get any money back... that's the penalty. I'd love to see the starbases have a point-defence upgrade for dealing with fighters. I'd also love to see the models grow/ begome segnificantly different with certain upgrades. I know the TEC has nominal changes, but it'd be pretty cool if the texture changed with each armor upgrade or something like
[quote]and Home One[/quote] Nice ;) My prefix is CFS= Colonial Fleet Ship and I only play TEC My 1st Marza is "Pegasus" 1st Kol is "Galactica" Then i go: Defiant Atlantia Enterpeise Intrepid Voyager Reliant Valkyrie I name my starbases different things, depending where they are. If i know its gunna see action, i name it"Fwd. Command", if they're for defence, i call em "Vangua
Hey guys, has anyone else noticed that even with everything set to fast, beta 2 seems slower?
Orbit of stucture would be kind of cool. You could have geo-synchronous or stationary and when you build a structure you could ahve a toggle for one kind or the other. That way you could have some turrents put in a stationary orbit or you could have them orbit around the planet. I'd really love to see moons... maybe they give the benefit equivalent of a tradeport and refinery. You could also give them upgrades like starbases. Maybe they are pretty much built in starbases but they orbi
I dont really post on forums, more of a reader, but I gotta say that the people at IC and Stardock are AWESOME. I am one of many for whom Entrenchment beta 2 doesn't work, and when I reported my issues to [email protected] I got a response an hour later with some potential solutions. The kicker is that I sent my email at 10:45 at night and got my response close to midnight. Thanks a lot you guys for the hard work and
1. Build Crystal, then Metal extractors 2. Build my Cap factory, and queue my ship (it used to always be Kol, but I've started trying Marza) 3. Build 2 or 3 scouts to check out the area 4. Build as many cobalts as possible (usually 2 at this pont) 4.a. I find I usually have to wait a few seconds here, so I rename my homeworld to "Caprica" :P 5. Send the cobalts at my asteroid 6. Build a colony frigate and send that at the 'roid too. &nbs
Hey all, Just curious if anyone knows of a way to improve late game performance? Im playing a "Random Large (multi)" map, and my game started getting very choppy. I'm running a quad core 2.6ghz, 4gb ddr2, nvidia 8800gt, and vista 64. I only ever have my music player and msn open while I run Sins. Any advice?
So how would I edit the config file, or even find it?
Amidst all the PJI and Starbase range and mine spamming discussion I just wanted to bring up a point about the starbase constructor for the TEC. It's REALLLY f**king annoying when you build one of them with a fleet about to jump out of the grav-well, only to have the constructor go with it. OR to have the constructor perfectly positioned only to have it try to maintain cohesion with the fleet. Can it be made independent, like the colonly frigate?? I know it's small, but damn i