Hi, Just wanted to say this is a great mod, but I have a problem... I was playing as the Alliance last night and I could not get the last two capital ships to unlock even though I have researched everything except the superweapon at tier nine. Is there something I am missing? Is there a prerequisite in another tech tree? Otherwise I love this mod, just wish the Star Wars music would play during the game. I played as the Empire first, and it was awesome watchi
jehraud
It would seem to me that once you have taken the planet there would be no more raids. The pirates would be left without a planet to raid from, and have nothing to do but fly around in the ships they have left, venting their wrath on any foolish enough to reenter the grav well. It seems to be a very plausible strategy, but I still prefer to let the pirates attack specific targets (Cap ships waiting for XP) that I have developed for just this purpose, like a training room.
I have to agree, I bought and downloaded both the original SoaSE and Entrenchment through Impulse, and it was painless. I just patched them both this last weekend, and that was also painless. If this is the future of computer gaming (or even console gaming), I am all for it. I have seen quite a few more posts complaining than praising this new system, and I just felt that this was a particularly relevant post, and that I needed to express my positive reaction to Impulse an
I have noticed the same thing happening to me since installing the Entrenchment expansion. Usually it occurs once I attack the HW, but I had barely started and hadn't even wiped out the population. It is rather confusing... perhaps to mimic sore losers that quit as soon as they realize they cannot win...
I believe that is the purpose of the cultural influence (propaganda, etc) research and deployment. To add an offensive, i.e. military, alternative would be redundant and unnecessary.