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.
Cataclysm2000
Youre right, they colony pods DO work. They can still be built before research though
[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.
It only happens if you tell them to jump to a planet by clicking the planet itself. If you tell them to jump by click the gravity well of the planet they wont colonize.
[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
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
its a bug, im 100% certain its supposed to make it so you cannot lose control of the colony through bombing.
Upgrades dont replace the current weapons, they add to them. TEC missiles are hard to see IMO, so it might just be that.
[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
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.
[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-
Just open the research tab. If you have 5 civvie research stations than all tier 1-5 civvie techs will be on a brighter background.
[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?
[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.
[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
[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
[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
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?
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?
He looks like a she. Gross. I agree. An injection of 0.5ccs of lead at 2500 FPS is my professional reccomendation,
Double post
[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
I smell a communist
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.
[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