JiveTurk3y

JiveTurk3y

Joined Member # 3188112
1 Posts 4 Replies 157 Reputation

[quote]Oddly enough, I think they could jump down, just not up.[/quote] Yea, I found that the most ships got stuck trying to phase jump down. When they would get stuck going up, I'd tell them to get ontop of the planet they were jumping from. That eliminated any reason for the ships to randomly generate an incorrect jumping point. No such luck trying to jump down.

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I just finished a really big custom map, that always seems to generate a few "stacked" planets. This means that the Phase lane from 'Planet A" is directly above the planet, because "Planet B" is ontop of "Planet A". Get what I'm trying to say? Well, anyway- All my TEC ships (haven't bothered with Advent or Vassari) seem to have a problem when it comes to vertical phase jumps. They'll circle around for a while, slowly rising (or falling depending on where they are going) and then just repeat ad i

3 Replies 8,251 Views

It depends on where my planet lies in the formation. If the planet serves as an entry point, I'll build a bunch of hangers. They are relatively effective against cruisers and frigates. In these "entry planets" I'll usually keep my fleet when they aren't out and about. Static defenses don't really work against people. If its really far back in my planet formation, I'll just plop down some turrets. If the planet has little to no chance of being attacked, I generally leave it alone.

58 Replies 31,472 Views

1. Customizable character profiles - Create a face/avatar for your profile, customizable ship exteriors.- more customization 2. More units - It seems the only units I ever get are Kodiaks, Carriers, and Siege 'thingys' (can't think of the name). After I research most carriers, I RARELY build frigates. 3. More Capital Ships with WAY different abilities. Make each one equally desireable. 4. Make the races different - The races aren't any different from each other IMO. Th

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