I did some further investigation and I think it is probably a bug. It seems you only get to keep the artifact if you double scuttled the planet (as in you colonize the planet, turn it into dead asteroid, colonize, and turn it into asteroid belt). If the artifact started on a dead asteroid or asteroid and you scuttle it, it gets grayed out.
lich1989
Not sure if this is intentional or not but if you scuttle a dead asteroid at which you own an artifact, it turns into an asteroid field and you get to keep the artifact permanently. For example, try taking a planet with an artifact, scuttle it (becoming a dead asteroid), colonize, and scuttle again.
Don't forget that your capital ships won't gain the exp for killing those neutral ships (since you can't). You also cannot become a pirate baron after researching this.
[quote who="aGAvA" reply="18" id="3138669"]not really, regardless of who plays it, the multiplayer community should come first. you balance things according to human input, but a computer which cheats, likewise you're all crying now the ai and use supers, like i said before in another post it's doing everything you can do.. if you wanna play a city build go back to sim city :/[/quote] So are you for or against the superweapon cap? The cap was due to outcry from sing
I really like the fact that you can now put in 4 points into an ability and 2 points into an ultimate but the scaling per level is now lower because you can level abilities to 4. It is only slight, but it does mean that abilities at level 2 and 3 are weaker now than they were before. It is fair but I do think it would be better if the scaling per level is restored to the way they are in Diplomacy. I haven't done extensive analysis on this for all capital ships but it is pretty distinctive
Exactly, superweapons were never a problem in multiplayer. It was the single players who were sick of Novalith spamming by the AI that brought about this limit. Rolling back updates though is not fun (you can also roll back to before the AI used superweapons). Honestly, the problem was with the AI, fix that instead of limiting the number of superweapons (which is already limited by tactical slots anyways). Being on the receiving end of a Novalith spam can be unfun for the play
[quote who="JohnJames" reply="26" id="3137818"]Supers where good the way they are. The AI's spammed them cause they could. Saw an AI fire one in about 20 mins. Nova and vas supers were fine. Advent super needs a buff.[/quote] I agree. Novalith was really only ever useful when spammed (people got to experience that first hand [e digicons]:D[/e] ). Honestly, that was an AI issue because they are the AI who if you play on hig
Yes, I had the same bug too. There was also a 'String not found' error that was displayed on the lower left.
Diplomacy Pirates [e digicons]:D[/e] (Now diplomatically includes bigger and badder guns, new armor, and gets stronger per raid. Batteries not included)
Lock them down with subverters and lay your own mines! Then have the pirates hit the mines. Or if you are really good and can lock them down completely, just place the mines on top of the pirates.
[quote who="Astax" reply="12" id="2568608"]I've had some ridiculous pirate raids on me to a point where I just turn them off now. I'm talkign about raids lunched with 250 credits at the start of the game taking out starbases I want pirates to be strong, but it's ridiculous now. Also I ahte the planet bomber raids myself! So annoying. I got the starbases with loyalty upgrade only have the pirates to slaughter my starbase then kill the planet anyway.[/quote] A raid from the begin
They aren't exactly killing the cow that provides the milk [e digicons]:moo:[/e] . They are hitting one planet of an entire empire. Similar to the vikings pillaging and burning down a town in a raid. On a raid, you want to hit fast and hard so that your target does not have time to react--typically involving smashing things apart to get to the loot quickly. Also might involve killing the witnesses and grabbing all the women [e digicons]:troll:[/e] . Unfortunately Sins pirates are du
Yeah, I would stick with Diplomacy, just turn pirates off. I've never had a real problem with the pirates. I guess I haven't faced a 20k (I think that is the limit now) pirate mission against me before. Nonetheless, I do know that the pirates use AI and the AI is dumb as rocks. Pirates to me are free exp to a minor nuisance. They attack my planet and then leave. I recolonize it. Kill the pillagers before the planet goes down? Great. They can spend their time killing my trade ships and s
Hooray for semi-useful pirates [e digicons]:D[/e] . Maybe the thing chasing the Vasari took over the pirates [e digicons]:ninja:[/e] .
[quote who="1Tiberius1" reply="3" id="2561251"]Ah, thanks for that. I was missing the Jump Drive Relic, Jump Field Generator, and Ion Field Generator still. In particular, it is nice that the Jump Drive Relic got an additional bonus that works regardless of whether or not the map has multiple systems. [/quote]\ Hooray for Ironclad being awesome [e digicons]:thumbsup:[/e] .
Hahaha, awesome. Now my Vasari Starbase can have 3 hull upgrades, 2 frontal shields, 2 debris vortex, and 3 weapon upgrades. [e digicons]:D[/e] Bots will never stand a chance.
Hah, the posts got lost after the backup. I think he was saying that the shields passive regen doesn't work on the Progenator. I tested this real quick and it seems to regen shields just fine. Did you get hit by the Vasari turret that disables all passive regen?
[quote who="manfromspace" reply="1" id="2560773"]Diplomacy somehow screwed up entrenchment too. 100% of the games ive played on entrenchment since diplomacy came out, every player has had lots of cpu lag, making it unplayalbe. And its cleary not a cpu problem cause it only lags online, even in 1v1s. I think they got to remove Dipomacy from the game completey.[/quote] If that is the case, shouldn't we stick with Diplomacy? Why is it more practical to choose Entrenchment over Dipl
I think he means when the timer is down to 0, but the pirates have not launched yet. I think how it works is that each bid will prolong the amount of time before the pirates launch (but a little less each time). Watch carefully and put a bid in whenever the AI does. I almost never lose the pirate bid to the AI. Against human players, the lack of this timer till launch makes Pirate bidding fun imo. I think they should keep it as is.
This is a good thread. https://forums.sinsofasolarempire.com/366181
Maybe they just pretend to be human or look human? [e digicons]:-"[/e]
[quote]Yes, with Armistice you can flee or cancel their order of battle for a minute, but you still have to face them eventually. By the time a minute passes, all their cooldowns will have reset, and their antimatter will have recharged. If you choose to flee, they can follow. Armistice is not a counter; it gives you a breather.[/quote] If they follow you, they are now fighting on your territory. TEC has the best Repair Bays and your Starbase can support your fleet with heals and a
[quote who="PhoenixStormcrow" reply="8" id="2543150"]This was the kind of ally 5-5 battle, after 7 hours we had THIS Pirates (attacking) Cutthroat 109 Corsair 292!!! Pillager 109 Reaper 244 Rogue 401 Just a small bunh yeah? Our defense Total: 20 Battleships 20 Carriers 3 Colonizers 17 Support 4 Dreadnoghts 109 HC
[quote]The advantage of the Akkan is purely economical. You move in, colonize the planet, build turrets, and move on. Rapid colonization without even stopping to fight, very vicious strategy. [/quote] Wait...that only works on roids and lightly defended planets, right? In particular only those with only 1-2 siege frigates. And this lockdown/mine-layer strat...this is using Subverters and a Minelayer right over the fleet you locked down? Anything else to it? You know
Oh, I thought this was a thread about making Envoys clerics [e digicons]:grin:[/e] . TEC envoys are amazing for generating money...the Worthy Cause ability generates ~2 credits/s per envoy (as far as I remember). I'm not fully sure about the current version, but last I remember, you can't use Worthy Cause unless targeting a planet that is not yours. They also boost another empire's trade income and population growth rate (which boosts their econ). Vasari Envoys boost resource e