Cataclysm2000

Cataclysm2000

Joined Member # 3229016
22 Posts 321 Replies 10,780 Reputation

The reason they werent shooting was the flicker bug probably, and there is a bug that when you click a unit and tell them to jump to a planet they will use any abilities they have that effect planets on that planet. This was probably a combo of the two. Until its fixed only let your ships jump by clicking the gravity well.

3 Replies 1,391 Views

Youre right, they colony pods DO work. They can still be built before research though

9 Replies 15,472 Views

[quote who="Orodum" reply="3" id="1984432"]and the Vasari's will disable everything and allow their ships through.[/quote]Starbases count as ships as far as the Kostura is concerned, and thus only get shut down for 15 seconds. They should be in between ships and buildings, say 1 minute.

5 Replies 3,397 Views

[quote who="Tridus" reply="2" id="1983612"]Yeah, the Advent Starbase is pretty buggy. I had the same experience, both with meteor shower and with it's incredibly low firepower. I thought Starbases in general were too weak because of it (then I built a TEC one, which survived a major Vasari onslaught and tore through THREE capital ships before my fleet showed up to help). In relation to meteor shower, the other half of the ability (Final Judgement, which hits plane

11 Replies 6,891 Views

Well I was playing and I got a minidump. I havent got many of these so I figured I would upload this one. During this game I experianced a number of bugs including 1) Starbases moving and firing before being completed 2) Jump as one command not working properly 3) Starbases occasionally only using its Pulse Guns when all weapons have been added 4) Able to build colony pods without research 5) Mine "flicker" (Targetable, not targetable, targetable...)</p

1 Replies 1,767 Views

its a bug, im 100% certain its supposed to make it so you cannot lose control of the colony through bombing.

9 Replies 2,550 Views

Upgrades dont replace the current weapons, they add to them. TEC missiles are hard to see IMO, so it might just be that.

9 Replies 9,241 Views

[quote who="Frostflare" reply="6" id="1983264"] The Almighty Space Egg, is the vasari colonizer capship-> evacuator - it looks like a big egg(commenly used name for it) That's what I thought you meant -- but you put "Advent" before it Yeah, the Jarrasul Evacuator- I mean, Almighty Space Egg- has some ridiculously good abilities. Is there any other Vasari ship of import? The Kortul Devastator, for example? [/quote]Their carrier caps can spam an Ao

8 Replies 32,401 Views

Here is what I did: Open Galaxy Forge and load up your map. Go to Edit -> Players. Select a player and change the staring resources to 999999. Rinse and repeat for each player.

2 Replies 4,933 Views

[quote quoting="post"] Like the title says, the issues present in Sins and with the dev team make me feel like I'm bashing my head against the wall. Since the mods/devs pay little/no attention to the modding forums, or the forums in general for that matter, I figure that if I yell at you guys in a higher-visibility area I can get some attention on these problems. With the issues, I feel like I'm slamming my head against a brick wall. But not just any brick wall, an EA-

74 Replies 128,957 Views

[quote who="ShadowMastiff2468" reply="6" id="1983175"]In the meanwhile play with ALLOY OFF!!!!!!! and youll have NO PROBLEMS upgrading your stars![/quote] What does Alloy do anyways?

7 Replies 2,513 Views

[quote who="Frostflare" reply="2" id="1983164"] ...and what the heck is the space egg? And what should Vasari go with first (and for what reasons)?![/quote] The almighty Space Egg, a.k.a. Jarrasul Evacuator. It will crush any other cap in 1v1 combat, disable the phase drives of its retreating friends and eat their planet at the same time it gives you 17 resources per second. Its the ship God would command if he had to. This should be your first cap as Vas.

8 Replies 32,401 Views

[quote who="Yodarkore" reply="4" id="1982410"] Quoting Phalnax811, reply 3And where is the Vasari structure killer? The others have them, Orgrev(?) and the Adjuncicator (?)...where's the Vasari's? Please...future patch maybe? The Vas anti starbase is... the vas starbase And the Ruiner ship with unlimited mines [/quote]Try Advent homing mines. Fly them next to a base, tell them to activate, BOOM. Cheapest thing ever. Vas either needs a torpedo cr

7 Replies 3,684 Views

[quote quoting="post"] If I remember right, the vasari's final weapons technology is it's hugely overpriced gun (that I think went down in cost actually). I dont remember it's name, but has anyone tried it out on a system with mine's in it? That seems like it may be a quick and easy way to remove a bunch of mines from a star system. [/quote]Mines are invulnerable until a scout detects them. You COULD send in a boatload of scouts to detect most of the mines and th

5 Replies 2,840 Views

[quote who="Shadowhal" reply="1" id="1981666"] quoting post Bugs: Colony pods are broken in two ways. First, bases can be upgraded before researching them. Even after properly researching them they dont work. how do they not work? I used them myself and while I did not find any graphical change, the credit overview did show me starbase income. and quite much so. so what exactly did you find not working with vasari colony pods?[/quote]Well I moused

9 Replies 15,472 Views

Optomised Construction or Molecular Assembly doest effect starbases either. I think Enslaved Labor and Optomised Construction should effect them, and since Vas get no torpedo cruiser and instead get an anti-starbase starbase there is a strong argument to be made for allowing them to be effected by Molecular Assembly. Do starbases count as buildings, ships, or just starbases?

3 Replies 1,602 Views

When I put units in a fleet, what does the AI do different? I noticed that I seem to take fewer losses in combat when my units are in a fleet but I also notice that my Subverters and Overseers are too busy reforming to use their abilities a lot of the time. My happy medium is to keep combat vessels in a fleet and non-combat support vessels not in a fleet. But this begs the question: What do fleets do?

2 Replies 11,728 Views

[quote who="ManSh00ter" reply="19" id="1982376"]I'll take a look at the new particles and bring them up to speed, when Entrenchment comes out (didn't preorder) and unless someone beats me to it with a quality job. Hehe, the mod name will get a bit long then... check this out: "Volumetric Explosions & Damage Effects Merged With Bailknight's Effects Modified by Annatar11 And Then Modified by ManSh00ter". (don't worry, I won't push my fireworks in the package by default so the na

770 Replies 2,169,886 Views

The Almighty Space Egg, the Jarrasul Evacuator. It deals good damage with its weapons, deals 30 DPS for 45 seconds direct to enemy hulls with the Nano-Disassembler, deals 30? damage for 45 seconds to planets AND gets 17 metal/crystal income/sec for the duration with Drain Planet. Gravity Warhead shuts down phase drives of enemy ships. Colonize sucks ass though.

4 Replies 3,647 Views

[quote who="ShadyZu" reply="9" id="1982315"] Quoting Cataclysm2000, reply 7 Culture is broken as it is now. Its impossible to spread culture to a planet that has even one low level capital ship. you're thinking offensive, i'm thinkin defensive.[/quote]Vasari Starbases NEED to be offensive. They dont have a torpedo ship. In fact, their starbase itself IS their torpedo ship. "Disintigration Beams are powerful against buildings" Says so right there on the i

50 Replies 9,467 Views