ZombiesRus5

ZombiesRus5

Joined Member # 3496922
60 Posts 5,257 Replies 2,966 Reputation

[quote] Does that work? I have never seen my Disciples transfer AM to a structure before. If so, this actually makes the AM recharger VERY useful... I'm thinking: Fighter Hangars, Star Bases, Repair Units, etc. [/quote] Yes, this will work, but you do need to research Disciple's Steal and Transfer AntiMatter Ability for this to work. Disciples can transfer AntiMatter to Friendly Frigates, CapitalShips, PlanetModules and StarBases. While AntiMatter Rechargers only work on CapitalS

9 Replies 34,994 Views

[quote]Also wanted to say that the Telekinetic Push Plus ability, when on autocast, is being constantly cast regardless of enemies in the area or not. It was a huge waste of my AM early on.[/quote] This could be fixed by giving the AI a target condition, for example: aiUseTime "OnlyWhenManyTargetsInRange" onlyAutoCastWhenTargetCountExceedsAmount Level:0 5.000000 Level:1 5.000000 Level:2 5.000000

183 Replies 580,091 Views

This is a directx dll. I just ran into the same thing trying to start the elemental beta. After running an updated directx install the problem was fixed. I would suggest downloading the latest directx files from microsoft versus downloading from a non-microsoft site personally.

5 Replies 10,782 Views

This is simply a request to the sins developers to see if they could add any or all of the following constraint values (based on current statCountTypes) for use in modding in the next patch. CapitalShipBattlship CapitalShipCarrier CapitalShipUtility0 CapitalShipUtility1 CapitalShipUtility2 FighterCombat FighterBomber FighterMineLayer FrigateSpawnedByAbility FrigateAntiFighter FrigateCarrier FrigateColony FrigateHeavy<br

1 Replies 2,057 Views

[quote]As the game's resident historian, I will tell you that they got a buff sometime after vanilla was first released (maybe 6 months or so after). [/quote] This is why I like your posts even if I don't always agree with you. [quote]first things first...you or your friend...ur not very good (the minute u can acknowledge this fact the better u will get) .... this is a military rts....if u cant get a grasp of that fact then my advice is to stick with easy ais in sing

28 Replies 51,818 Views

[quote]Of course, they don't affect the entire gravity well so you just have to move outside of their area of effect, which makes them less than useful on any non-asteroid. Sufficient bombers can destroy a PJI pretty easily, too, which limits their usefulness.[/quote] Well, this sorta makes my point. The whole idea with setting up PJI's is to try to force them to engage on that planet. However, undefended or poorly defending choke points are no better off than they were before adding

28 Replies 51,818 Views

[quote]Could more players provide a replay when they comment on games they've played? Replays are really easy to upload somewhere and then link. Its a shame that this site isn't really being maintained well enough to function as a replay site itself, but its easy enough to upload a replay elsewhere.[/quote] Totally agree with this.

28 Replies 51,818 Views

[quote]We assume that one player is being fed by another[/quote] You can check the replay or look at the end game stats. But..., A Disciple rush is really easy to pull off. Build one lab your choice and start slamming build disciples. I've timed it and you can colonize a roid, two terrans and make five jumps in the process and have 40 disciples, 10 scouts a capital (mothership or carrier) and colony frigate in 15 minutes flat. I'm embarrased to say I've done it onlin

28 Replies 51,818 Views

[quote]P.S. It wasn't a hypothetical![/quote] It's not a choke point without PJI's, it is simply a heavily defended planet. You need to make them engage your fleet or defenses or expect to take heavy losses if they try to jump out with the 700% jump time increase. If they still jump you need to to pound on them while they are jumping and then have basic repair bays on the internal planets and follow their fleet into your system and continue hitting on them. A Kortul an

28 Replies 51,818 Views

sorry, I seem to write desert when i'm thinking volcano :( On the adjacent planets I was more thinking it would be easier to maintain control then to go after a terran next to the AI's home world. Plus with the logistics slots on the 3 adjacent planets I was able to build 4 mil labs and 4 civ labs and get basic trade and culture going. The 4 mil labs were used to get overseers which I left a few to help keep the starbase healed along with a Skirantra just to make s

20 Replies 10,231 Views

I noticed no one mentioned trimming the empire tree. This can be mainly done before game start to not automatically pin planets, ships, fleets, etc. You can also pin/unpin in game to help trim the tree down. Many people have reported this helps with lag as well. I keep capital ships pinned and pretty much unpin everything else. Notice there is a no way to turn off auto pin of Star bases. You will have to manually unpin those if desired. <img src="http://dl.dropbox

12 Replies 9,548 Views

Hey badken, I played DoubleCross with Vasari with the same race setup for the AI just to give you another view. The recording is really long because after I won the game I decided to take over everything and put the game into 4x and 8x at various points. The main game lasted to around 2h on the game clock then my fleet went on a rampage from their to control the system. Also, in your game I noticed you left the desert planet un-colonized next to your homeworld. In this map I think it'

20 Replies 10,231 Views

[quote]So yeah, this is why I call it "Pirates of a Solar Empire," because you can throw out the window any strategies that don't deal exclusively and aggressively with pirate defense. Makes the game a lot less fun for me.[/quote] This is my issue with Pirates too. I don't tend to play with them enabled. I would rather have multiple locked teams and tend to get better effect and fun factor. I don't know what the solution is to this but Pirates have never realy been fun for m

20 Replies 10,231 Views

Haha, ya I probably spent way more than was actually necessary on those starbases and the defenses around them. At first I thought the Vas AI might try attacking while I was hitting the TEC on the other side. Since that didn't happen I started empire building since my economy was so much stronger than the others. Plus deploying and upgrading star bases is fun IMO! I'm glad the replay helped. I probably could have got away with out the capital ships at the planets but I kinda left them

20 Replies 10,231 Views

While I don't think the pirates are necessarily fine. Here is a replay in Diplomacy FFA against 3 Hard AI's with 2 allied victors only. I basically setup two starbases and locked down the planet to deal with the pirates. I didn't bother with outbidding for pirates and just let them attack my planets with the starbases. http://www.filefront.com/15991297/FFA-3Hard-Diplomacy-MediumRand.record

20 Replies 10,231 Views