All this detail... For those of us with limited retention, may I ask: when IronClad update like this, do the in-game info screens for ships definitely get updated to reflect these changes (where they show the relevant figure)?
JonBrave
You can rename ships? How do you rename ships?? [e digicons]:|[/e]
[quote who="Astax" reply="25" id="2152204"]Yes if the asteroid/planet does not have a negative impact on the route, then it is good to build a tradeport there. [/quote] Thanks, that is what I call a good answer! :)
To summarise just a simple question: I understand that placing a TP which does not contribute to longest route does not get long route bonus I understand that placing a TP which actually closes a long route into a loop can actually degrade the long route bonus Now: Within the above bounds, if I have an asteriod which has nothing to do with the long route, is it still worth placing a TP on it? Or should I only build TPs on
I'd like to "unhijack" the other thread with this title started by _Nubilocity_. The title says it all, and the original thread has not covered it at all, but it was an excellent question. I would like someone to give an introductory answer to the title. Specifically, a few lines on each of: Summary of the essential differences between the 3 races? and How that relates to the ( early ) strategy you should be adopting as it differs betw
[quote who="Azrak_Navarion" reply="5" id="2151301"] Quoting JonBrave, reply 4 sorry, i don't understand that bit? What he's hinting at is that even though you might have the crew extractor ability on autocast, a scouting scout (awesome phrase) won't have any AM left to cast it and thus just flies by. So if you want them to grab it you'll have to at least watch them from time to time, disable autoscout and fly them back to th
LOL! [e digicons]:grin:[/e] Yeah I'm happy at single player. I always suck at games anyway, but I love it. I had been thinking about starting a thread for how to beat Hard AI, but (somehow) only open to players who are at the same level, i.e. trying to do it. It gets boring when "experts" come along and say how easy it is, and how to do it, I like "discovering" with others in the same situation as me.
what if you can't beat 1 hard AI ?
[quote who="_Nebulocity_" reply="3" id="2150442"] i tend to let the Scout ships grab the extractors automatically when they find them.[/quote] sorry, i don't understand that bit?
wow, guys, thanks so much, very interesting special cred to Vitamin J!
i only play AI so you reckon repair+cluster rather than hangars? ok, what's a cluster, how many repair to turret? oh and, btw, do we agree you have to go for manual placement coz auto is just not good enough?
Doubtless newb... What sort of tactical slot balances do you use? OK, let's say it's frontlin-ish, rather than at the back. What do you choose to fill your 5/10/whatever availables? (I mean exactly what slots what)
" Well the problem is as soon as fleet 2 enters system A all the ships there join fleet 2." isn't that the problem area?
ok, ty, but you're still trying to construct one long route for a bonus, right?
You get (most) income from your longest route, which has to be connected to every planet. What do you do about uncolonizable ones? Do I recall seeing an item in a patch about this, and/or do you have to build something without colonizing?
Sheesh..i looked everywhere... you have been karma'd :) your advice is so clear I really like this game
Thanks again for further clarification, kyogre12. I'll give you some karma :) [Edit: Or I would if I could figure, clicking on your karma doesn't seem to let me add?] I don't mean to belabour the point, but your reply shows me, I would have put AI opponents on "random race", and that would not have been good for those 2 races. Which just goes to show, I know people can mod these games, but you have to be careful playing them for AI-not-understanding-mods issues, which is a pain.
@ ollibert : TY. I might give yours a try, but you need to update that thread to give us the new link on whatever "Since FileFront is closing i will be uploading it to Nakido tonight" means? @ kyogre12 : TY for clear explanation. When you say "5. Use Impulse to update the original to 1.16.", would that mean go through the entire 250Mb download I had to do for that (slow Internet connection) to get it again, because Impulse procedure doesn't let me j
So simple question: is there any link for downloading this which works with vanilla SoaSE latest (1.16) ? Or definitively not?
I only just bought the game! Now I immediately need to buy the expansion, because I'm either patched too much (why did i bother..) or nobody has kept a version of another mod around for SoaSE?
Shame there's no simple sticky stating what works with what... OK, so I just got myself fully patched to SoaSE latest 1.16 via Impulse. I really wanted to run either of MadScientist & 7DS. From (confusing) what I read below, am I right in stating: * MadScientist (2.2?) only runs for Entrenchment (I don't have) --- there might have been a version for 1.16, but it's disappeared? * 7DS only runs for 1.05, says it doesn't run above that, and I've carefull
Finally got my copy registered with Impulse. All seems a bit complex/slow/fraught to me, but I'll have to live with whatever they decide they want for their copy protection. I do have a question. Sorry if it's been answered before. I believe I am right in saying my serial number has been registered against my email address, and cannot be changed once registered or transferred to anyone else. Fair enough to stop copying, but over time I may well change my email