Merry Christmas! ^_^
Swordsalmon
I might be mistaken; check the military branch. It should be in a separate, unlinked research box, so it's a little more difficult to find.
Basic Miltary Academy is a research on the Civilian tech tree. It is tier four. Researching it will allow you to buy up to level 4 caps. To actually train more than one capital ship, you have to build a certain amount of research labs and research the appropriate level on the fleet research tree.
[quote who="Redratson" reply="15" id="2485593"]So getting your trade and ice and volcanic coloy research is top priority in the the begging minutes of the game? [/quote] It depends on the situation. If you are near a lot of Ice/Volcanic planets, then you should research their colonization. Otherwise, it might be best to stick to the military tree until you need those planets. Also, this topic is well over a year old. >__< If you have another question, feel free to m
[quote who="ManSh00ter" reply="26" id="2483988"]Anyway, why bother with ships at all? Just launch, say, thirty thousand unguided kinetic projectiles (read: large rocks) from one planet to the next and watch them play the cosmic equivalent of "space invaders". And lose. And get their atmosphere cooked. Oh, and paint them pitch black so they can't see them untill they're on top of their atmosphere. Fighters. Phah. [/quote] However, then every colonized planet
It's pretty simple to replace the opening theme. Copy Opening Theme.ogg from the Sins of a Solar Empire folder (Not application folder), and move it over the Entrenchment sound file folder. Also, you can have any song as your opening theme by making a copy of the sound file, and renaming it to Opening Theme.ogg. I had the TEC Theme as the menu theme for a while. ^_^
Starfighters in the traditional sense would not be viable. Even if they were used, its pilot would have to be wearing heavy radiation suits to prevent the pilot from dying even after an engagment. However, unmanned drones could be viable if the necessity for closer and more accurate engagments are necessary. Unless of course, guided missiles become accurate enough to perfectly pinpoint certain targets, that is. ^_^ Also, I'm doubtful that lazers will be viable in space combat
[quote who="Agent of Kharma" reply="28" id="2483547"] Wow. Even among MB lovers and defenders, you seem to be pretty hardcore. I saw plenty of MB'ers argue for not nerfing their beloved MB, but I NEVER saw any of them argue that it wasn't good enough, and that it needed to be buffed further! So 30 seconds or whatever is too long to deal this massive amount of damage? So what would you like to see the time frame be? 10 seconds? 5 seconds?&nbs
Just downloaded this. I can't wait to play these new maps. :)
I watched this a couple nights ago, and it's a pretty nice match. No offense though, but you really didn't do so well until later in the game. Watching your fleet devastate two fleets with little casualties was incredible, though. ^_^ Though I do have to ask; why did Ferdie start with such an unorthodox strategy? I've played with him a number of times, and he constantly uses extremely bizarre strategies, but his pure-eco start was incredibly risky in the match.
[quote who="Darvin3" reply="24" id="2482330"] The problem I've always had with MB is that if you can cancel it, it's positively worthless. That long cooldown means that you'll be waiting positively forever to get a second shot. On the other hand, if you can't stop it, it's completely overpowering. I want to see the ability changed such that it's harder to completely negate but not so overpowering if you can't. So your "help me" list is: Kol, Dunov, Reve
[quote who="Fuzzy Logic" reply="23" id="2482337"] The Kol's flak burst doesn't seem anywhere near as effective as it used to be [/quote] The Kol Battleship really lost its luster after Fighters were weakened. It used to be around 1.15 that Kols were fairly common, because Flak Burst really helped clear out the literal swarms of SC. Now largely, the Sova Carrier can kill early SC efficiently, and late-game, Fighters aren't much of a threat. So Flak Burst really be
[quote who="Fuzzy Logic" reply="39" id="2481596"] A good reason to eradicate religion then. [/quote] Which would likely result in the deaths of millions and cultural exterminiation on a global scale. And even then, religion wouldn't be eradicated unless the entire concept of culture was destroyed and individual thought actually supressed. Though it would reduce the human population, which some people want. For the environment, ya' know. ;)
[quote who="Agent of Kharma" reply="15" id="2481481"] I hated the marza as much as anyone else. I think case against the marza was laid out and thrashed out very well on all sides, with vigorous and heated debate. The devs certainly read the main post on it, and other posts, but only opted for a very slight nerf, along with red missle trails. So I think we'll just have to live with the marza as is. Interestingly, with the latests patch I don't see the m
[quote who="psychoak" reply="32" id="2481139"]The solution to the population problem is wealth. Wealthy areas actually shrink in population, it's the bloody immigrants hiding the decline. The cause is simple. I'm rich, I'm set for life. What the fuck do I want a little bag of shit running around the house for? A woman is going to have to brow beat me into wanting kids. I'm dirt poor, I liv
I've played with chose a couple times, and he does keep games running ridiculously long. I was just in a 4v4 a couple days ago, with chose as an enemy. We pretty much annihilated most the enemies, and chose continued to keep playing, though it was an obvious victory for my side. Essentially, he had about 70 Illums left for a fleet; I had 80+ Junsuraks, 2 Skirantras, and many Carriers with Fighters. In addition, his only remaining ally had only a fairly small fleet, while my side had two large
[quote who="Darvin3" reply="2" id="2480358"] I said this the very day that the patch notes were released. This ability is just so weak and needs serious help to be useful. In my opinion this is the worst capital ship ability in the game, even after the buff it received. Personally I think that abililty has two issues. First, its cooldown (even at level 3) is just WAY too long. It takes virtually forever to actually launch a second squad, by which
I'll have to watch this tonight. Sounds very promising, and your replays are always great to watch.
Because Sci-Fi needs the space for shows closer to it's original purpose. Like Wrestlemania. ;)
[quote who="Darvin3" reply="6" id="2478041"]Repulse is the problem. IMO, it's fundamentally flawed. Personally, I'd like to see the Revelation lose its "guidance" ability and have Repulse replace it. It'd be far more balanced as a capital ship ability. Once bugged illuminators are dealt with, and scouts hopefully take a minor nerf, repulse will be the only major outsanding issue for Advent. [/quote] The problem with giving Repulse to the Revelation is
Why not just link the currently-used name to the account name? So for example, my account name is Swordsalmon. If I have multiple names, it'll be seen as. Swordsalmon (Swordsalmon) Salmonsmurf (Swordsalmon) Therefore, at least smurfs would be easily recognized. Also, I'd like clan tags to be able to be added and removed at will, so one reason for multiple names isn't needed. I'm not a member of any clan, but it'd be a nice feature. ^_
[quote who="SpardaSon21" reply="143" id="2477968"]How often do newbs get booted for no reason, and how often do the clanners kick and deningrate people who aren't part of a clan? [/quote] I've actually seen less new people get booted from 5v5s recently. In skilled games however, new players and smurfs are usually booted, for obvious reason. Also, recently hosts haven't been booting people just to let clan members in. Maybe it's just the games I've been playing, but it hap
The only real viable counter to Advent with TEC are the Colbolt's Sabatoge Reacter ability. It has enough range to disable Repulse. In addition, massed SC are usable against Guardians, but their damage multipliers are bad against them (75% to Heavy).
[quote who="NWcityguy2" reply="24" id="2477032"] It's not so much that Vasari are weak against Advent early game, but that Vasari and TEC are weak against Advent early game. There are 3 factions in this game you know. It seems silly and self defeating to see Vasari get a buff this patch, only to have people stop playing TEC until the game can buff them in the next patch. Illums are so powerful now that I consider them to be a "counter" to the TEC Jav even tho
[quote who="Pbhead" reply="10" id="2475974"]ok... now... how is a vasari supposed to counter disciple/scout/halycon rush? [/quote] You need to get two capital ships up quickly. There's three particular capitals to look at; the Egg, Kortul, and Skirantra. An Egg/Kortul combo is particularly viable, because Nano Dissasembler will either kill off the Halcyons or at least force their retreat, and the Kortul is virtually invincible against Seekers with Power Surge. In this case, you w