[quote who="Syneptus" reply="6" id="2792318"]Debris is produced and is hardcoded to be able to be used no matter where it came from... Scuttling a structure WILL produce debris that your Orkulus can use.[/quote]You don't get it, I think. I said that it seems that debris from structures NOT FINISHED, but cancelled DURING CONSTRUCTION work for the Vortex. Cancelled =/= scuttled.
N3rull
[quote who="onomastikon" reply="3" id="2790898"]What exactly is debris? Is that the cosmetic stuff floating around, or is it ship wreckage? How close does it need to be, how long does the debris float around before dissapearing? thanks [/quote]I don't know the game inside out, but I've played Vasari, like, almost always and I've used vortex a lot. Debris comes from destroyed stuff. Ships, structures. Debris, although seems to disappear visually, is present forever (or almost
You obviously can have different pacts with different people (duh). You just can't have one particular type of pact with more than one player.
[quote]i just discovered this with advent bombers that had gotten phasically trapped. they teleported back into my carriers when they jumped would this be an effective work-around counter to phasic traps? jump out and jump in again to free the sc? [/quote]Remember carriers require antimatter to replace strike craft. If you jump twice, you have 200 AM less on your carriers. It will nerfbat you for the rest of the fight. [quote] I'm pretty sure you co
[quote who="a110" reply="8" id="2767752"]im curious, what's so great about repulsion anyway? from what i can tell it only pushes ships a little distance away, also it seems to drain the iconus guardian's antimatter very quickly, i had 4 guardians and none of them had enough am to cast either shield projection or repulse for a while [/quote]You make tons of illums or carrier cruisers and some iconus guardians. You jump into the enemy gravwell. The enemy has the proper counters -
The will show a red "No squadron host!" note in their infocard and will be slowly losing health at the rate of about 1% per second all the way down to zero. And then they go KABOOM BABY (as marauders say in SC2) and are out of your mind. They still can do some harm during that time, though.
Novalith is much better than you may think. It is not a fire-and-gg weapon like mass Kosturas (which can evaporate whole fleets if you have more than about 7 of them), but it is still helpful in later game. First, it forces your enemy to spend 4.8k credits (+resources) at EACH AND EVERY PLANET OF HIS. You make two Novaliths for 16k creds and that forces your enemy's, say, 15-planet empire to plant starbases worth 15x4.8k = 72k credits. Ain't that a bargain? Second, it frees up
[quote](..............) New Faction, different, never done before in a strategy (that i can think of..) and beleivably powerful. plus playable if balanced correctly![/quote]and... and... and make their ships look like giant donuts made of plasma!!!1 yeah!!11 btw. you picked a right name. necrosis. kek.
Try ALT+L (or whatever key combination you have in your key bindings next to "toggle team colors")
You don't need lots of phase stabilizers. All you need is two frontlines some fifteen jumps apart, connected with two stabilizers. If you have to jump all the way across a huge system, it takes a couple of minutes, during which you can not do ANYTHING with your fleet. You can't stop it, return it to defend something else etc. That's what the enhanced tunneling does, it literally gives you your fleet a couple of minutes earlier. Very useful in certain endgame situations, just not if you'r
This thread is one and a half years old, for Heaven's sake. LET IT DIE IN PEACE!
[quote]So are you saying that the raiding pirates DO spawn quasi-magically and are not dependent on how the pirate faction's strength is?[/quote]that's how it is. [quote]PS. Thanks for the tip, bummer with the planet slowdown. I prefer larger maps usually in TBSs because I'm a bit of a classical "builder" and do not enjoy rushes, I like to have an infrastructure up, and many AIs on small maps is often too hectic for me, particularly in a RTS, which I suck at.[/quote]That's exactly how
^^ What he said. Sanchezz, there are things about this game that I don't know, but when it comes to Vasari - I can honestly say I know almost everything there is to know about them :P. I've never played anything else more than a dozen times. There is no way I can mistake a Vasari research ;p. This research is very good, but it is only good when you a] have a fleet to jump and b] have a large empire with outskirts connected by phase stabilizers. Obviously, point a] is in o
[quote] only enemies[/quote] [quote]PS: that's too bad. I'd like to play with multiple players once I get the hang of this game, because I suppose the entire purpose of "Diplomacy" is lost otherwise....[/quote] "Many players" are not much of a problem, you can run a 70-ish planet map with 10 players and there's not gonna be any serious lagging. The problem begins when you increase the number of planets. 50-70 planet maps work fine. 100 is going to slow down after 1-2 hours. 150 p
[quote]The useless Level 7 research ability that stands between phase stabilizers and RA could also be eliminated.[/quote]naaah, it's not useless. When you have to jump across a system, your ships get locked down for a long time, sometimes even a few minutes. This upgrade seriously reduces the jump time and it's a really sensible bonus. I know it's not really important if your ship takes 10 seconds to jump instead of 6 or 15, but it becomes very crucial if you can reduce the time, during whic
[quote]Keep in mind this game was made on a shoestring budget. Hopefully they made enough to vastly improve Sins 2. Hopefully.[/quote]Shoestring budget or not (that reminded me of Blair's "buy our game so I can afford a shave", lol!), the game is what it is. Many of us were disappointed at least once when they tried to launch a huge game with huge expectations that slowed to an unbearable crawl, why not let new players know before they waste their 10 hours and get disappointed as well.
Nothing is wrong with Entrenchment and Diplomacy being consecutive addons. Don't whine when there's no problem, just RTFM.
[quote]What we cant have is that scuttling the ships gives you equal or more monies than it cost to generate them... which happens at 50% off... and getting 50% off ships is not bad.[/quote]Why the hell not, actually? You've paid your mother's worth in labs and research and phase stabs to get to the fookeen RA, why the hell must it not be profitable to scuttle those ships? Sure, it might be a little weird that you summon ships just to send them to a junkyard, but it's not gonna be game-breaki
[quote]8. Trade port snaking makes intuitive sense to me -- but having, say, 3 trade ports at each friendly planet in the snake will give me 3x the money instead of just 1 at every planet?[/quote]Yeah. Each trade port gives 1 credits/second by default, regardless of where it is. As for the exact snake bonus, each extra planet (or jump, can't recall) in the longest chain of tradeports that you have makes all trade ports yield 0.1cred/sec. Illustration: A------B-------
1. As TEC/advent, you have to hit Research, go to the "fortification/defense/security" tab (for Vasari/tec/advent respectively) and research the schematics for a constructor ship. For TEC the research is called Raloz Prototype, for advent it's called Savior Design and for Vasari it's called Remote Assembly. All are easy to find, because they're kind of central to the whole defensive research tree in each case. Now, if you're playing TEC, you have to construct a Raloz cruiser -
madlulz @ you madlulz.
In short, weapon type is just a cosmetical thing, with a few exceptions. One example of a difference might be that some abilities affect damage from energy weapons. For instance, Energy Absorption (ability of the Advent's Combat Capital - Radiance) lets the ship absorb energy damage and turn it into antimatter (with some ratio). It effectively reduces damage from energy weapons - lasers, beams etc. but not the projectile weapons like missiles. If
Are you using some crazy mod? What does your fleet look like NOW, with your supply being zero, and what are "investigations"?
[quote]This is only true for Psi homing mines. And the Psi homing mines will damage structures and starbases. TEC and Vas mines will trigger and damage structures and starbases. Personally, I think this is an oversight by the devs to not have Psi mines trigger on structures and starbases.[/quote]My bad. I never really needed an orky to clear normal mines, I just send a navigator against the regular ones ^^'. And the homing mines damage structures only if they explode next to one whi
[quote]3. Clear minefields with this. The damage of a mine on a Orkulus with 3 or 4 Toughness is insignificant.[/quote] Mines don't trigger on structures, so they won't trigger on an Orkulus. They are also phased out until triggered, so they can't be attacked by the orky. However, this is very close to the first of my tricks that I haven't shared yet. It's the most obvious of them, so some may already have used it and it ain't worth keeping secret. Anyway, what you do is you make one