[quote]Building abilities usualy fade when labs are gone tho. Repair bays don't repair anymore superweapons won't fire anymore. I'm surprised RA still works.[/quote] Flipkik, No, repair DO still repair after the lab requirement is gone. You just can't build anymore. But yeah, superweapons won't fire. I think automatic features continue to work, while those that require user input don't. For example, you can no longer order new ships, after that research
SageWon
[quote]Anyone else see this before? [/quote] I've seen it too! Especially after you've upgraded to the Disintegration Assault level (1rst lvl). Then it only attacks at the Pulse gun range, but rarely to the shorter Disintegration range. It is easily replicated, but it doesn't always do this. I don't know why it sometimes doesn't move into range. <a href="http://www.filefront.com/14321041/Va
Lately, there has been some really good discussion about Capital Ship Abilities, including "The Best Capital Ship" post, mentioned above. Two more conversations of interest are: " The Best Capital Ship Ability Set EVER !!" by Captain Aanderson " Making Cap abilities viable " by Kitkun, who is also creating an <a href="https://forums.sins
Ok, I tried it using only LFs and going after the factories. It worked! AND... I tryed this in vanilla Sins, with no QuickStart, and I won, easily! 6 Scouts after constructors, then spam LFs to kill his Factories. Don't try to colonize your roid. Don't even build a Cap Ship factory! Or a lab! Until later, when you 'might' want to fleet higher. I did it one time without even fleeting up! Just 'ATTACK'! :) Astax you're r
[quote] just do what the AI is doing, except add more strategy to it[/quote] NO, you can't do that, and win! Because: The Unfair (& Hard) AI CHEATS . An Unfair can build 2 for every 1 of yours! In other words, I too, can't see going LF vs LF, and winning!? You need the superior counter: LRF vs LF. Unfair get 2 times our income, crystal & metal from their planets! (Hard gets 1.5X). If you don't believe me, just loo
I tried it and won, second try. With QuickStart (Entrenchment), but no SB. Vasari Egg, w/Nano Bomb, 1 Mil Lab, tech Assailants, 6 scouts to his homeworld, get 2 constructors, then follow his colony ship to roid, let him colonize but kill constructor(s) and colonizer befor he builds extractors. Just spam Assailants (after the scouts), raising fleet as needed, to kill his LFs, Frig Factory, new constructors, then Cap Ship Factory. The
LOL... Nice speech. Welcome to the boards (finally)! You'll be interested in the Multiplayer Section . Regards, Jedi 1/Obi 1 (P.S. You didn't have to YELL! [Caps])
Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums. In fact, I find that: Vasari are more popular than ever! And the 1.1 Marza buff/fix reinvigorated TEC.
Cap Ship Cup this weekend!
[quote]those planets are not very productive and therefore not very valuable. Usually, after breaking the deadlock, i won't even bother colonizing the planets i bomb. The necessary upgrades and fortifications mean that the extra income of capturing the planet will take longer to pay for itself than the game might last.[/quote] This is true, especially of 2 extractor Volcanos. They probably won't pay for themse
[quote]here is a 2v3. Me (Uber) and Howthe? took on 400 babies, senorchavez and gmoe and won.[/quote] Thanks Uber/Top Vasari. Nice game! I had been wanting a replay with Howthe - the master Vasari Economist. It was helpful. I may use it in another post discussing player strategies, if thats OK.
[quote]The middle of the map tends to be 6+ jumps from the homeworld of both players, severely affecting allegiance.[/quote] The simple solution is to move your Capital. Designate another planet in the middle of your empire as the new seat of the government (the 4th green box across the top, in the Develop Planet menu). Altho, it is an expensive move, it can pay off quickly, by raising overall allegiance. I have seen some of the 'pros' do it in MultiPlayer. 
Thanks Ovi. Nice catch. I see that this [ bug ] is also appropriately mentioned in the Beta forum. Hopefully it will get fixed in the next version. Pawelo also found a bug in the Sova's 2nd & 3rd level Embargo ability, where it no longer stops trade ships. Thanks again InfiniteVoid. Don't know how I managed to miss that obvious one
[quote]And another thing. In a direct battle, Kols will defeat a Marza when both are at the same level, though it will only have about 100 health left... At level 10, the Kol will kill the Marza, but the Kol will die a few seconds later from Radiation Bomb. [/quote] Hmmm... How do you know this? I don't think so! In my LAN testing , a level 1 Marza using Radiation Bomb easily beat a lvl 1 Kol using Gauss Canno
[quote]Quoting ArchNemesis, reply 25 i cant seem to find the mod with this link[/quote] Aww... NEW LINK! Annatar updated the mod, since then, as mentioned on third page (reply 65) of other thread . The following one works: http://www.mediafire.c
[quote]Awww dang. This looks funnish.[/quote] Yeah, I downloaded the Mod too, (from the other thread ) and tryed it in SP. It works great. But I was unable to find a game online. Altho, there was a "Cap Ships Only" game, already underway early this morning, using the mod. (Kli & SuperGirl were in it). Maybe we need to set a time for a game? Like maybe 
[quote] I meant offensively assaulting with an Orky is damn near impossible.[/quote] Yeah your right, I was mistaken. I was thinking of responding to an Orky assault as a Vasari. Yeah, Vasari against a defensive Vasari SB are screwed. Bringing in the Vasari "assault vessel", the Orky, won't work. Only real choice is bombers.
[quote]Wait....I'm a little lost here. Are you saying assaulting another orky with an orky is or isn't a good strat?[/quote] Is a good, effective defensive strategy... if you do it quick enough. (P.S., Starbases also build at a different speed, (a third speed) in nuetral territory. And tier 4 Vasari research, can speed up these 3 build rates, but not upgrade rates).
[quote]Oh, I almost forgot. You ever tried to assault another Orky by building your own orky? Good luck[/quote] I have experienced this. Your mistaken here! It is a good counter, because yours builds so much faster than his. It takes less than half the time (1:45 vs 3:45, on fast settings). You can have yours built, upgraded, and killing his... before his even completes building. Its a lost cause for him.&nb
Yeah, Astax is right. Quick Start allows many more options. Rather than the forced long drawn out series of (optionless) moves before. The only real old choice was: whether or not to take the 4th Terran pop upgrade. (Just look at the 'build order' posts. 20+ minutes of the same boring moves in every old game). [quote]I don't think that the Orky itself is the problem. [/quote] I also disagree that the Vasari SB (the 'Orky') builds too fa
[quote]I don't know if it's a bug or not, but if you scuttle a planet with low output from the extractors (because of the distance from your homeworld), the output goes to the full value.[/quote] This must only be true 'Pre-Entrenchment'? In other words, works only in early versions of vanilla Sins. I tried scuttling a planet in Entrenchment. The extractors only earned .13 after scuttling. (versus up to .46 regularily). Too bad, I thot I had figured o
[quote]in order for the mothership lv 6 ability to work, the cap ship that dies must be in the same grav well. [/quote] I don't believe that is the case. It remembers the level from anywhere. And I didn't know there was a time limit for its use? And yeah, the missions are part of the 'diplomacy' of Unlocked Teams. If you complete enough missions to get 50% or more, it will give you a cease fire (if you ask for it). Also, in the mean time, don'
[quote]I don't know if it's a bug or not, but if you scuttle a planet with low output from the extractors (because of the distance from your homeworld), the output goes to the full value.[/quote] hmmm... interesting tid bit. Could u put a SB there, with Enforced Loyalty to prevent anyone from colonizing it?
It looks like the Media Centers on your homeworld haven't been built yet. Altho they are qued up to be build, the constructor ship hasn't completed its other tasks yet (also a whole bunch of unbuilt turrets too), or gotten there yet. Does the opponent have Media Centers on that green dead end plantet (a terran)? Altho you may have liberated that planet, I believe his Media Centers will continue to broadcast culture despite the planet being dead.
[quote]Where's the logic in letting someone build a star base in a well that contains a planet that can be occupied, but they do not occupy?[/quote] You can research enforced loyalty, and purchase that upgrade to prevent opponents from colonizing that planet, until you are ready (have civic labs, and researched ice or volcano colonization, etc.). [quote]Last but certianly not least, using star bases in multiplayer seem useless even at pinch points because a larg