Yeah, but only 600 though, and you lose a ship. I did find that the Akira has Tricobalt torpedoes, does 1250 damage at 15000, now with enough of those... you could put a very serious dent in anything.
Vulturev4
I can't get the normal AI to attack me, no matter what I do, and they REALLY don't attack me if I am in a well protected by a star base. Recently I have started moving to the hard setting, (I am not the best player) because on normal I get bored late game because I start protecting my planets with bases, and once I do that, the AI never jumps into that well again. I have had trouble with normal too, I played 1v1 normal, and I never did really scout until my economy is up and hummi
Has anyone tried the quantum singularity ability on the Romulan colonizer cap against a Uni? I have taken out several star bases by having a few of them in my fleet when I attack a star base, hit it with that, and if its not upgraded too far things go down pretty easily. I have never faced a Unicomplex yet... maybe I'm too chicken to. I do agree about a Uni being too strong, a fully upgraded Uni is over 200K, I lost a 49K Uni the other night, the Domin
I have no intention of patching until i have a reason to patch, and because it's there isn't a good enough reason to me. I can't remember the last time I played a version of regular entrenchment.
OMG! The Unicomplex has over 5K of firepower at the start... now that is something to fear... Nice job. BTW, were the borg research stations made to cost more tritanium and dilithium as a way to slow their expansion?
I played as the borg in a game last night that lasted 4 hours on a large map. I assimilated only siege frigates because the planet assimilators at 58 supply are too costly at least not until mid to late game. Mid game, my ships I assimilated got cut down so I had to use planet assimilators, and they did not impress me for the supply cost. Later on I managed to assimilate what I needed until late game came and my war machine was humming nicely and I could afford much more pla
[quote who="just_jim" reply="416" id="2520847"]Ahhh, cool. I'm patching mine now. One thing I noticed and was just going to post... might be too late now.... is I'm playing the Borg and I see where I can research the light frigate (I'm assuming the coffin), but I can also build it without researching anything. [/quote]You can do that with the Excelsior too for the Feds. It looks like the excelsior retrofit research button is supposed to unlock it, but can be built
Maybe someone could help me out here, I am not sure if this is a problem or not. The borg look like, in the description, they use disruptors, yet I cannot find anything in the tree for upgrading them. Also, in the tree, it shows research for wave cannons, yet in the descriptions, doesn't say it applies to anything. Any chance these two are related?
...and the borg frigate factory is titled "Romulan Warbird Factory".
I was just about to go to bed, looks like sleep will have to wait. Thanks for the hard work!
I know what I'm playing tomorrow night! **starts chilling the Mountain Dew now**
You know, maybe something to do about the Ion spam thing, maybe something to disable abilities on enemy ships in range for a set period of time. Call it an EMP pulse... My colonial caps take off generally around 10, maybe 15% more than they cylons can inflict in the situation I was talking about, lvl 3 galactica vs a lvl 1 baststar... by the time the AI turned and ran its basestar out of there, I had lost 6K, and the basestar lost maybe 7k or 7500. If
Oh boy. I wonder if its going to mess up the mods... again.
[quote who="kyogre12" reply="834" id="2515908"] Actually, if anything was going to get a buff, I was considering the Cylons. 1v1 a Galactica should always win, quite easily, even if it takes a while. It should win 1v2, as well. 1v3 might be pushing it a little. Had the Cylons done a bunch of research or anything? Because it shouldn't have been a stalemate.[/quote]Maybe it's just how I play... playing as the cylons seems easier to play than the colonials. Every time I go toe t
Have you coinsidered that maybe the colonials need a buff of sorts? I played as colonials, and my lvl 3 galactica squared off against a level 1 baststar. (AI) and it squared off for quite a while, and it was almost a stalemate. I was thinking maybe the cost of flack could go down from 90 to 75. It is pretty easy when I play as cylons to overpower the colonials with 2 Worldstars. Making flack cheaper would make a higher level cap tougher to go up against.</p
Very cool... Those Borg cubes look GINORMOUS!
So you downloaded the mod, unpacked it, and placed the "Sot13T v0.95 Planets" folder inside the "Mods-Entrenchment v1.041" folder? You must have Entrenchment, and have it patched up to v.1.041, then enable it by running Etrenchment, not regular sins, then going into options, mods, then hilighting the mod, then enable. If you did all of that, you have everything patched... then try redownloading the mod. Maybe you have something corrupted when you tried
I'm going to take a quick stab at this... Just as you launch the game, you see Single Player, Multi Player, Ironclad Online, Options, Download Updates, and Quit... click options, if you see Tutorial, New Game, Load Game... you need to go back a screen. ... and not in the actual game either when you can build ships... Hope that cleared it up.
My intention was not to nit-pick, I was simply asking a very basic question. I was just wondering if maybe I was utilizing the scout wrong, or perhaps it was something that needs adjusting. I wasn't griping about anything. As far as canon goes, Stress once said he was going to make the mod how he wants it to be... that is how mods should be, afterall, you cannot please everyone all the time.
Just a quick question for those who have played this mod more than I... Is it me, or do the scouts need a significant speed boost. My scouts are dying 2 to 3 grav wells away from where I send them out from. I find that just about everything can keep up with them. I'm not the best player, but am I supposed to micro them? I normally just set them to auto and let them go unless I need something checked out.
If you wanted an idea for a third faction, you could do the Eastern Alliance. They had some dealings with the colonials in the classic series... can't remember too much what their vessels looked like, but with an imagination, may make things very interesting.
I just played this mod, and I love the models you have in game, I love this mod. I see there are 41 pages of posts, and I tried a search, so if this has been covered, please forgive my noobness. The only issue I had with this mod... is colonization. None, at least what I could tell, none of your ships in the frigate factory menus, tell which vehicles are used for colonization. I actually exited the game, and read in the forum des
I think I found the problem... looking at the squadron percentages, I was assuming a squadron of 5 at 40% meant they only had 2 ships out there... it could just mean the average health was at 40. The ability does not seem to repair fighters/bombers already damaged, just replaces ones lost... is that correct? If so, chalk it up as operator error. Nuclear barrage, are there no explosions associated with hits? I was assumi
[quote who="kyogre12" reply="788" id="2492742"] Is it possible that your Jupiter got hit with an ion bolt without your noticing? That would stop the nuclear missile barrage cold, and basically mean you wasted a lot of antimatter for nothing It should be targeting ships as well as structures. Not sure about the instant-fighters, though.[/quote]Is that an ability that is used only in friendly grav wells? It happened to me last night too. I had a Jupiter in a hostile grav
It could be, I didn't see it, but it was a very hectic 3 minutes or so... and without the abilities, only 3 of 14 ships escaped, and they did so with really bad headaches.