Moving starbase: done (Orklus) More than one starbase per gravity well: done (Star) More than one starbase per gravity well per faction: done Jump anwhere: done (phase gates) Starbase upgrades: the reason they're limited is so that you don't have huge starbases capable of doing everything in every gravity well. Starbases jumping: BASE not ship. The idea of the Vasari's attack plan is to jump in their fleet, hold position, and then use the
Strangey
[quote who="_Nebulocity_" reply="9" id="2150097"]I read a post last week when i bought the game, that they would send in a few ships, take and cap the pirate base, then leave....and the turrets wouldn't attack the base, but they would attack anyone flying in there (even you, so just be careful). While i haven't tried this myself, that's pretty awesome...a pre-fortified city...you just have to not die while attempting to take it. [/quote] To do this, you need to be TEC (or h
Yep, the channel's still there, on Impulse (I think)
How do you mean? A mod that alters the tooltip to say what the ship does? If that's the case, I doubt there's one around, it'd be more effort than it's worth to make one, simply because it's not that hard to learn the different ships.
Don't know, sorry :( We have a pretty active community here, though. If you need some help with the new changes, make a post and there's normally someone online all of the time, from one part of the world or another.
Yes and yes. Entrenchement adds a huge new element to the game and costs about $10/£6.50. The AI often gets high level capital ships, but doesn't use the level 6 ability. The AI has generaly improved since the basic Sins release, and the increase at Entrenchement does provide for a better gameplay experience (they caputure neutral strutures, avoid your mines/static defences etc.) If you liked it when it was released, but thought it could do with a bit of work
The only way around it that I've found is to not select the ships that are moving at the time, so the empire tree won't move. It is pretty annoying, though.
I'm still interested, so keep up the good work!
My opinion on the three races. There are players who would run me into the ground, so don't take this as being the Gospel truth: Advent - the slightly "spam" race.
[quote who="JonBrave" reply="9" id="2152165"] Sorry (again). So what you're saying is, there's a "crew extractor" upgrade for (all races'?) scouts which allows them to take over resource extractors for your empire without you having to conquer the asteriod? I'm always on autocast everything, I cannot be bothered to manage anything tactical. [/quote] If you are Vasari, (which the original poster is) then your scout has the crew extractor ability, but when the scouti
Unfortunalty, crashmatusow is correct, there's no shortcut to learning the ship types. Pirates and militas use TEC ships (okay, pirates don't, but they look pretty similar, so you can learn from that.) Afterwards, all you can do is learn your ships fully in one race, and then play several games as the other races, getting all of the ships and research, so that when you start playing huge games against multitple AIs or mulitplayer, you can quickly decide if a hostile fleet of 30 Diciples
[quote who="Zubaz" reply="9" id="2151098"] Your best bet is to start with a full build of Impulse. - Impulse Client - Full then, if that fails, click on the ? in the upper right and open the logs. Email the last failing bits to support. [/quote] Okay, thanks for that.
I'm having the same problem with Impulse , it keeps crashing when I try and download the update for Entrenchment. (I know, I'm a bit behind with the times.) Should I just e-mail tech support?
[quote who="guywhoyoudontno" reply="12" id="2133876"] let me no if u didnt catch this, cause i wasnt sure i made it obvious enough. i will change it to make it more obvious if people missed that connection. [/quote] It seemed pretty obvious to me...
Their shield restore can be helpful if the enemy is focus-firing on a ship, and you can withdraw it quickly (requires a bit of micro.) As for 80 of them, and 100 Hoshikos, that sounds a little bit stupid. It is possible, however, that the capital ships were something like the Marza, Kol and another, in which case the crusiers would have repaired the capitals, and then missile barrage spree would have removed most of the opposition, with designate target being used on the larger ships to up th
[quote who="ShotmanMaslo" reply="18" id="2137755"]I almost forgot: why do starsystems look like galaxies? I know that most people dont know the difference, but space game developers ought to know. Maybe u should consult an astronomer? [/quote] You're correct, Shotman, they were obviously moddled on spiral galaxies, like the Milky Way. Although astronomically incorrect, (along with the amount of "stuff" in each solar system) it makes the whole game look bloody amazing!
[quote who="Darvin3" reply="6" id="2134519"] Pirates appearing in neutral gravity wells isn't random. Plasma storms and gas giants will always have pirates (one light frigate, one flak frigate). Other neutral wells, including magnetic storms, asteroid belts, space junk, and worm holes, will never have pirates. [/quote] Too right, sorry for my stupidity. What I ment to say is incase there are opposing souts/colony ships in the well, all trying to get a neutral. It may
Good call Howdidudothat . However, pinning the well to the tree is only needed in multiplayer, the AI never seems to take a neutral. Secondly, in the rare event that there are lots of pirates in the well, a few li