I'd like to see Pirates with Phase Cloaking abilities so that they can hide and ambush unsuspecting prey!
Zanosan
I like to see them rework the whole Pirates system. They become useless after a while because of the new ugraded defences, mines and what not. Since Pirates can't upgrade their tech, its just a matter of time before they become useless. -If they could caqture planents for their own use and board and hijack players (Both AI & Human) ships that would be awesome! -If they could steal technologies from other races like shields and what not. -I think th
[quote who="Bobucles" reply="6" id="2113311"]That's not really a bug either. The factories seem to stack up just fine. The issue is because the queue is tied to the Gravity Well, and not to the frigtate factories. When a ship is produced at a gravity well, it goes to the first available spawn point to make the ship. The spawn points become ready almost instantly, so a ship built a half a second later can pop up at the same spawn point. This gives the illusion of one factory pumping
Ok, no bug. After a closer look, you guys are right! The slots do count down as they are being used from 8/8 to 0/8. But I did notice another bug, this one is real! TEC starbase when built in a your own planet Gravity well with a frigate factory... you cannot get both the Starbase and the frigate factory to produce ships in parallel. In fact you cannot get any ships to be produced from the frigate factory! I'll start a ne
[quote who="Dargoon999" reply="3" id="2111526"]Bobucles is right, you had 3/8 anfd when to 2/8. You only had 2 spots remaining on your starbase. A starbase with NO upgrades on it will read: 8/8. A fully upgraded starbase will have: 0/8. [/quote] You may be right, I'll have to play more to confirm this
I assumed it is the upgrades count because I had another starbase that was fully upgraded and it the window showed 8/8.
I haven't played much of Entrenchment yet. If i had to guess, I'd say that bombers although they are more versitle and also good against SBs, they also have good counters against them. These anti-structure ships just offer another option against SBs. So if a player/ AI decides to counter your bomber squads with mass fighters and flaks, you could switch to these Anti-structure ships. The thing about tweaking balance is if you try to make the anti-ships too good
Hello all, I noticed that for one of my TEC Starbases, which had 3 of 8 upgrades done already, when I clicked the second armor upgrade the total upgrade count went from 3/8 to 2/8. I haven't played entrenchment for long and it was really early
You can fire your own cannons and invade they're planets. Here is my question. If you are playing Vasari and you have researched the show all phase jump activity tech, does it show incomming cannon shots from your enemies?
[quote]That's only true if you're looking to get a complete lockdown. Kosturas are VERY useful even without that; my fleet attacks a well-defended system and engages an even-match enemy fleet. Normally this'd be risky, with a lot of losses, but if the planet is hit by two or three kostura strikes spread over the course of this fight, things swing WAY in my favor. For those short periods his ships aren't moving or firing, his capships aren't activating their annoying specials... only the fight
[quote quoting="post"]I fairly new to the game, and have taken a liking to the Advent. I have read many of the forums for advice and was looking for some Advent specific advice. Nothing really specific needed, just thought this might be a good post for new people looking for ways to kick ass with the Advent. Good advice for like opening strategies on all types of maps, good fleet make up, that type of thing. Thanks [/quote] Try reading
Woooow [e digicons]:D[/e] Thats a good reason to play the micro expansion in itself. Thanks for the info JohnJames.
[quote]crucial part of what a kostura cannon can ALSO do which is... open up a temporary phase stabilizer node to the planet you jus[/quote] What version of SoaSE are you playing Metalphor? I never been able to use the Kostura cannon to create a temporary phase node on an enemy planet. How are you able to do this?
Also, When playing with FFA, were the seven AI all on seperate locked teams? If so, I find those games to be much easier than say FFA 1 V 7 AI with unlocked teams.
Thanks for the good ideas [e digicons]:grin:[/e] . Now I have a better idea of how to use this ability!
Anyone find this ability useful at all? At first I thought this was a cool ability, but then I see that when it is use, the vasari scout ship is all but disabled. Now, disabling the ship while in clock is on thing, but it last so short and the cool down time is long that I think it allows the enemy to catch up to it and destroy the ship or easily! Am I missing something here and i'm just using the ability wrong or what?
[quote who="Cataclysm2000" reply="1" id="2043665"]The first one only applies to your scuttled units, the second applies to ALL orbital structures and capital ships that go boom.[/quote] Thanks Cataclysm2000 for the quick reply. For anyone else who is curious about this tech, I've also found this thread relating to my question. https://forums.sinsofasolarempire.com/306282
Hello everyone, I just want to ask the community how useful is Vasari's "auto salvage" and "wreckage salvage" technologies. Do you gain both credits and resources? For "auto salvage", does this tech only apply to scuttling your own ships and structures? For "wreckage salvage", I don't recall if there is a stat at endgame to see income gained by this technology so I don't know how effective the tech is or how much I should prioritize its research. Thanks, <
I agree with you Phalnax. For the time being though, could you have a team of for AIs with different attribuites helping each other out to achieve a better AI combined?
[quote who="Orodum" reply="22" id="2036084"] Reduced 35% Original 1600 x 1200 and finally, [/quote] Very Nice! Are any of those ships from the Aliens show? They look so familiar to me ;)
1. What are trade ports used for? Trade ports well give your credit income a boost, the more trade ports the more trade ships you'll have and the more income you can get. 2. How many/at what planets should I build them? You need atleast two trade ports in differnt planets to start a trade route. Planets can have more than one trade ports and the effects a
Throw in a couple of subverters to mitigate shields and stop a bunch a frigates in their tracks. Maybe have a Devastator Cap ship fire off a nano machine shot and then have your changed missles do the rest [e digicons]:D[/e] [e digicons]:D[/e]
Enforcers are great! Once you have the special abilities to slow enemy ships down + self heal and the weapon/ armor/ shield upgraded, their like mini cap ships themselves!
As for subverters, I value them greatly once you have distortion field.[e digicons]:drool:[/e] I think they combo very well with lots of assailants + missle discharge. Once you catch a group of frigates in the distortion field and their shields are weakened by the subverters the mass of assailants + area effect takes makes quick work of em. Thats my take on suberters, anyone else?
As a side note, I'd like to see the whole Pirates feature enhanced. 1. I want to be able to specify what kind of raid pirates perform and to where for a premium price. For example, if I want the pirates to raid a planet, then for a price I should be able to specify that pirates sent more siege vessels instead of cutthroughts. 2. I'd like to see pirates be able to capture planets/ astroids like players can and spread their pirate influence. Al