Sqirelmaster

Sqirelmaster

Joined Member # 3296384
6 Posts 60 Replies 389 Reputation

[quote]How to fix this? Well, I don't generally encourage increasing or decreasing abilities along the same axis (i.e. if firepower is too great, don't decrease it. You can't ever get quite the right balance doing this and you just end up with minmaxing and boring cookie cutter ships). Instead, I prefer changing some other facet of combat to create a more nuanced game. My solution would be to have the marza full stop while firing (this may already happen) and then have a significant coold

28 Replies 13,320 Views

Soooo i've recently bought Empire: Total war, and although i enjoy pretty much all of the game, the one thing i really find the game is lacking in is the siege battles. It is EXTREMELY hard to defend the forts in this game. When you add the horrible troop handling on top of the walls, the fact that every single unit in the game has a way to climb those walls, and the fact that the cannons and the troops on top just dont seem to want to kill the enemys, and you have an extremely frustrating ba

12 Replies 39,971 Views

[quote]Sorry for late. I was very VERY busy recently so I have no time to upload my mod that already finished 2 weeks ago Well..finally I got free weekend! So here it is. Still no time for make movie or take screenshots but I hope you guys `ll post some here instead me . [/quote] wheres this update? I'm not sure which link is the new one =(

770 Replies 2,169,058 Views

[quote]still think the transcencias long range weapons should be beam cannons; long range lasers makes no sense to me.[/quote] I thought the long range attack was the psionic surge thing? the wierd blue bolts that come out of the bottom and front

6 Replies 2,981 Views

[quote]My idea for a new pirate ship is one that everyoen can build! [/quote] how about paying the pirates for a ship, like mercenaries or something. that way, you could obtain and control a pirate ship, but it would make more sense.

28 Replies 48,082 Views

except, arent vasari hard pressed for ships? they might not want to lose ships in kamikaze-ing

38 Replies 14,701 Views

If you look at the starbase, after upgrading to the 2nd level you should see 3 or 4 raised bumps on the top edge of the starbase with what looks like 2 black dots on each side. those are the new laser cannons.

6 Replies 2,981 Views

[quote]C:\user\"user"\AppData\Local\IronCladGames\SinsofaSolarEmpire\Screenshot[/quote] so this is where the pics go when you push print screen? or is there some other command, because i cant find them

18 Replies 19,590 Views

[quote]if you are vasari i wouldnt worry about any upgrades but hp and weapon dmg. your fleet will do everything else you just want a big moving juggernaught to focus enemy fire on prevent any devastating micro swaths into ur fleet.[/quote] I've always found that sometimes its better to put some points into forward shield and debris vortex instead of one of the survivability upgrades. I have seen massive fleets (AI of course, but still) take forever to bring the shield

30 Replies 23,738 Views

[quote]I managed to kill a heavily upgraded starbase by planthing a string of gravity mines directly in line with where I was building my own star base. The enemy starbase took about 5 minutes getting to me with the -700% acceleration and max speed inhibition. It gave me enough time to upgrade my starbase to level 3 guns and reintegration with 1 upgrade in armor. 30 skavaros enforcers also.[/quote] D= a good use for gravity mines!!! who woulda thunk it.

54 Replies 28,217 Views

[quote]All that would make the ruiner really worthwhile would be a slight change in the way it deploys mines. For example, instead of doing it in a chaotic cluster around itself, he could 'throw' the mines at a small distance (up to, say, 2500-4000; nothing torpedo-cruiserish) in an array shaped like this '.'.'.'.' or ::::::. It would be so much more useful and reliable in offensive combat situations.[/quote] Thats a great point. The most consistent problem i find

38 Replies 14,701 Views

[quote]A dedicated ship to do just that would be great though. I mean, they've got Torps and Stars for the SBs, y not a mine clear-er?[/quote] I've suggested this in another post, but since most people seem to be pretty unimpressed with the Ruiner, why not give them the secondary role of mine destroyer? they could decloak mines, and then have an anti-mine cannon to destroy them.

14 Replies 25,084 Views

Just wondering here, what niche does the cutthroat fill? it just seems like a stronger light frigate, or a weaker assault cruiser...am i missing something here? and if im right, and the cutthroat doesnt really fill any niches, why dont we just outfit it with an ability or two to make that support cruiser you were talking about? EDIT: ability suggestions for either support ships or the capital: 1. some sort of EMP/ion bolt or other disabling thing. This m

28 Replies 48,082 Views

I wonder, maybe to make ruiners more useful, make them a mine clearing ship as WELL as a minelaying ship. They could go in, unphase the mines, and then fire an anti-mine gun at the mines. It would definitely make them worthwile to have in a fleet.

38 Replies 14,701 Views

[quote]Could you add a button to divide fleet in two fleets with equal numbers of ships of every type? Dividing fleets for example into one attacking and one defending fleet is generally pain in the ass. I think this could be automatically done with some clever algorithm. Also, I would like to see something like fleet manager in Galactic Civilisations.[/quote] This idea is especially needed. I often find myself taking up several precious minutes of time dividing up my f

27 Replies 98,488 Views

[quote]It's like protecting a piece of cheese that lies on the floor from a mouse in a hole. You CAN go to the nearest shop to buy some poison for that mouse, but the moment you get out of the house, the mouse will eat the cheese. On the other hand, you aren't given the tools to harm the mouse or block the hole. The mouse is keeping you in check thanks to that stupid hole. That is the way a well deployed Orkulus works.[/quote] incredible analogy! ahaha =) and al

54 Replies 28,217 Views

ahahahhaa. [quote]I just got entrenchment about 2 hours ago, played one game as vasari. I got spanked. 4 or 5 of my SBs died. Anyhow, i kept using debris vortex but couldn't notice it doing anything to help my SBs hull health. Can anyone explain debris vortex for me and when to use it?[/quote] ok, so im pretty sure debris vortex works by sucking up the debris left behind when something blows up (you can see it if you zoom in.) I'm not completely sure how much it repairs t

30 Replies 23,738 Views

Soooo after playing all of the races in entrenchment, i couldnt help but notice that the Advent hanger's bonus is completely different from the other two. The hanger does nothing to help against strikecraft like the other two do, and so I didnt really think it was that great. What do you guys think? Also, on a completely unrelated topic, whats up with the way carrier caps bomb planets?? in all of the other ships, the bombs/lasers come out of completely reasonable places

6 Replies 16,627 Views