It is functioning for me again. Thank you.
Codan Armada
ICO online is down still. Coming up on almost one day. Since this doesn't seem to be a priority for Stardock does anyone have another way to play this game online with other.
There is something else I do frequently when using fleets. Fleets are important beause it makes sure to keep your support ships close to the rest of the fleet so they are able to use their abilities effectively. For example I play TEC Rebels all the time and Hoshiko's are our bread and butter support cruiser. However if they are not fleeted with the rest of my attack vessels I spend too much time microing them. So I want to make sure they are in a fleet. Then I set this
It seems to me the simple solution would be to make the Orky only be able to phase jump to friendly gravity wells. They can still jump which is the new thing for them in Rebellion, but would prevent them from using those to take over plants. This way the Vasari really are on the move at all times. Hell I would even be okay with them being able to go a neutral grav well. If you can get to a planet and bomb the crap out of it, drop it to neutral, then jump in an Orky to finish the off the
My rule of thumb since purchasing rebellion is to never, ever, under any circumstances, ever, ever, ever make your titan the fleet leader. It should always be a cap ship, and preferably the one that you really want to make sure your ships stay near. It should be part of your fleet, just not the leader. As far as it sitting there an not attacking, the only time I could see that happening is from one of two reasons. (1) The auto cast of the attack command was accidentally clicked
To be honest I would try saving the game at some point and closing the program. Reboot your machine and come back. Back in the Entrenchment days when a friend and I used to play large games we found doing that would clear the lag that built up over the course of a long game. Every couple of hours or so we would just save, reboot, and come back and we were having less dumps and cleaner game play. We would still get slow down during large fleet battles but that is expected.
I am not sure about what anyone else thinks, but I have a suggestion. When you are creating a game, it would be really helpful if there was a graphic of the shape of the star system or systems. For example if I was to click on Balance of Power in the small map window, below the text description should be an screen shot of what the entire layout looks like. Not the kinds of planets or anything, just the shape of the system including the phase lanes. This way I could determine if the ma
I remember back when I was playing diplomacy the engine was limited to a single core. I have 6 core processor and was wondering if the new game (since it is a standalone game) will utilize more cores?
I think something that few people use LF for is the back door attack. More often than not once you engage your enemies fleet there is almost always an opening to fly ships into the back side of the enemy empire. LF are the second fastest ship next to scouts and since they are cheap and have the second quickest build time you can easily replace lost units and really harass your opponent. I usually play TEC and with the starbase upgrade that allows ships to be produced, I can create a small con
I wonder if people know that scouts are called scouts not for the job they do, but for the class of ship they are. Small, nimble, and fast. The actual name of each ship varies by race. It is actually the most versatile ship in the game. It can attack LRF and constructor ships, it can attack buildings with appropriate tech, and it can scout out enemy movements, and certain races can nab neutral extractors. It does the primary function the best (scouting) but does each of the other jobs
I was wondering if anyone knows if there is a way to have SoSE utilize more cores than just the single one atm. Right now when I am playing a big map the computer is abusing the first core of the 2 and the second one just sits there. If there isn't a way is there any plans to update the game to use more cores?
Bump...need help please!
I recently created a map using galaxy forge and I am having a strange issue. I already know how to make certain players start in certain spots (the map is a 2 vs 4 map) and that part works fine. The issue I am having is strange. Normally when you create a game using one of the standard maps the game creator always starts in the top spot in the list of players. For the map I created the top two spots are for the 2 person team and the next 4 spots are for the 4 player team. The teams are set up
In my opinion the structer ships are fine just as they are. People need to remember they are the same as planet bombers and should be tissue paper. You need to treat them as such and make sure you have a safe gravity well before bringing them in, or you need to build a fleet around them with flak and repair to keep them alive. Either way those ships do what they are intended. Making them stronger would make it so they were impossible to kill with standard planet defenses and the computer and
Empire Tree 101 At the top left of the screen is a push pin icon. This icon pins the said gravity well, ship, or structure to the empire tree. The default setting is each planet is pinned along with capitol ships and starbases. I keep this clean!! I I turned off the setting in the user interface options window that auto pins planets to the empire tree. You can instead de-pin every planet if you prefer
It absolutely does matter that the area of effect is covering your gravity well. In most cases, for asteroids, one PJI will cover the whole well. For the larger planets it take at least 2 if not 3 to cover the entire area. There are also some starbase upgrades on one race (i think) that can provide the same service. I have noticed for all abilities (capital and building alike) that the actual distance covered is a frigates length past the circle showing. So you could have ships still slo
The only benefit to the more processors I know ofwould be that more of the refinery ships would be built at one time meaning you could lose a few of them and still be pulling in the max resources.
I really do not understand how the Advent Refinery system works. I was messing around with it yesterday. So i bought the upgrade to the trade port...built an extra one on my planet which had 2 crystal and one metal extractor and then converted the extra port to the refinery setting. Then I moused over the extractors expecting to see one of the quota's taken up. However I didn't see one...but I did see a line saying something about percent of usage or something. So can someone explain how the
When I play the empire tree does fill up. The solution I use is this. At the top left of the screen is a push pin icon. This icon pins the said planet, ship, or structure to the empire tree. The default setting is each planet is pinned along with capitol ships and starbases. I keep this clean!! I de pin every planet except for the one or two main planets that are at the front lines and get a lot of combat and late game i remove them completely. (Do not forget to set your frigate
huhwhozat----- The main reason for the fighter bays on the starbase: The speed with which it remakes fighters when they die, and the durability of the starbase means structure ships dont fly up and destroy it 5 seconds later, and yes while the hanger bays do provide extra flak coverage....I would rather have flak ships to provide that service since they are mobile I can move them to where the fighters are attacking (since we all know they are not always attacking
I usually play TEC. As far as the starbase goes I generally have 4 different setups: Front Line Defense: 2xWeapons 3xHull 2xStrike Craft and 1xRepair Front Line Fleet Production: 2xWeapon 2xHull 2xShip Production 2xTrade Ships (Must have extra frigate factories in place to make this really work since with the TEC Civ upgrade that makes ship building faster and level 2 ship building on a starba
The only reason you would have a problem with the cap ship not being at the top of the list is if you have more than one cap ship. In that case the one with the highest level takes priority followed by build order if they are the same level.
You would have to micro the hoshikos really well since the AI hoshikos will all use thier ability at the same time on the same target if they are all in range. Zoom in on the combat and watch one time....or better yet fly a group of cobalts over a mine and watch how the hoshikos AI heals.
The marza does do more single point regular weapon damage, but its level six is channeled...which means it stops attacking with normal weapons and can be interrupted....the kol on the other hand is not channeled and continues to fire its weapons.
Don't forget that the Kol also has its rail gun which costs relatively little AM for its damage output and can be the edge in a cap to cap fight. Using the Kol (level 6) you can pop Finest Hour, Adaptive Forcefield and them spam Gauss Rail Gun until you wipe out almost any Cap Ship.