i am fine with all titan ship designs. but there is one i hate. not liking is not strong enough. i hate the rebel advent titan. it looks like a big vagina transformer, marking the g-spot with a disk. c'mon thats not a ship design. if advent would not be my favorite race, i would not care. plz changed that ship design!!!!!
iluminated
instead of increasing the range of a starbase imo it would be logical if the starbase moves on a circle around the planet. that would be physically correct and the starbase covers the whole gravity well. only other buildings should not be in their way [e digicons]:grin:[/e]
ships you will need in the beginning: - scouts to discover new planets - a capital ship, i prefer the colony one - some light frigates which type of tech? -is the enemy less than 4 jumps away (or is it a small map) i prefer military techs in the beginning and start to build up a fleet (for defense and attack) -otherwise go for economy techs and boost your economy to make more money. you will need it later for your growing fleet</p
when holding down the shift-button while giving movement-orders, you are able to determine a specific route. but if this works also when setting a rally point?! i dont know, but i will give it a try.
i guess you are pretty new to the game?! i dont know much about the TEC or Vasari CAPs, but the combination of different Advent CAPs is very strong. so has the combo of radiance (cleaning brilliance) & "colonyCAP" (malice) been nerfed several times, but it has still strong syngeries if used at the right moment. another strong combo is the radiance ("force enemy ships to attack radiance") & (i guess the name was) rapture (retaliate). often are the CAPs w
let me be a (beta-)tester [e digicons]:cylon:[/e]
cant wait to play that mod too [e digicons]:beer:[/e]
i had the same problem. does anyone know, when the german fix for the patch will be released?
whats your current game version? until v1.05 the AI retreated very fast, but in v1.05 the AI try to fight until the situation looks too bad. so if your game version is lower than v1.05, go patching...
this string file is an unofficial community translation. so it is not from kalypso. but in the past i had no problems with any translation released by this fanpage.
as far as i know, there is a german string file on [link="https://www.sinsofasolarempire.de/"]sinsofasolarempire.de[/link] for the beta. so you dont have to reinstall sins.
which upgrade do you mean? if you upgrade the projectiles the gauss cannon uses, the KOL is also upgraded. if you just upgrade the range of the gauss cannon, only the gauss cannons are upgraded. best thing would be to look at the infocard of the research. there are all units and strutures listed, which benefit from the upgrade.
in mid- till endgame, when more and more strikecrafts are built, the AI scouts with the flak frigate, because scouts are shot down by strikecrafts very fast. flaks arent and can even shoot them down.
the Novalith Cannon is more like this [link="http://en.wikipedia.org/wiki/Railgun"]Railgun[/link]
[quote]3 Kodiaks downed it. So in my opinion it sucks in combat.[/quote] if the progenitor gets direct hits, it does indeed suck. its a support-cap. keeping it behind your frigates and cruiser will confess its real power. shield regen at lvl3 means 62.5 shieldpoints/sec for all surrounding ships. i always build the progenitor first to save the ressources of a colony frigate.
a starcraft conversion would be cool! but will be difficult to do as there are not enough ship models.
wow...looks awesome! :CONGRAT:
[quote]However if an enemy scout ship pops in, the Radiance Battleship seems oddly drawn to it and breaks away from bombardment to try and chase it down instead of more properly continuing to pound the planet and allowing the frigates & strike craft to give chase.[/quote] i recognized this too with vasari caps. but i am playing v1.05. giving the caps the explicit order to bombard the planet solves this "problem". [quote]The AI targeting for Detonate Antimatter could be imp
i love - the graphics - to be able to zoom in to follow a bomber finding his way through enemy fleet - mixture of strategy and empire management - difference between the three races - to move in 3D and not only 2D - the caps and their abilities - the sound - watching my fleet jumping to another planet
DANMAN's TITANs are more buffed versions of existing caps with mixed abilities. larger and even more expensive in cost and upkeep. if your TITANs are different, i will give it definitly a try =) but what i am still missing in SoaSE is cloaking. like in "Nexus - The Jupiter Incident" when cloaked, all shields are offline. when uncloaking, shields have to renew first, so this ability is not that overpowered. and you need perhaps scouts to detect cloaked ships. another thing i want to add i
no way :) i played DANMAN's mod yesterday and there are also, i guess, some TITAN-class ships. i built one and recognized the original caps (size,power,cost) are perfectly fitting the game. some more capship-types are more interesting than bigger ones.
there is also a button in the left top corner called "cinematic mode". just if you dont want to use your keyboard ;)
if you want pirates to have captial ships, use DANMAN's mod "7 deadly sins" [link="https://forums.sinsofasolarempire.com/306277"]DANMAN's "7 deadly sins"[/link]
looks great! but bigger ships than capital ones are not that necessary imo...
after u purified every enemy planet, destroyed all their fleet and all their ship factories, then the AI will surrender. but until then you have to fight ;)