Dude, I wish more people'd use this online!
anteachtaire
You know, I was just online and people were hosting "n00b mauling" games. A bunch of smurfs take on a noob on FFA (of course they only attack the noob). The only reason I know that is cause they did the whisper wrong so I could read what they were typing. Kinda makes me sad that peoples dicks are so small nowadays.
lol, no; I managed to maul him last time we played. Didn't get to finish the game though as I was trying to cook dinner and do dishes at the same time. Eventually just had to call it quits and take care of business; it sucks trying to take care of the family AND play a video game. Although I wouldn't get my hopes up if there was ever a rematch... but man that was some good curry that I made!
yeah, and then all the smurfing assholes team up and totally destroy the noobs. [_]-Hiroge is known as "lunch," idk.
Does it always stack properly? It never works when I use 'em... even when the enemy has no broadcast centers or anything.
well spoken. Erm, typed.
LANLANALANLIDLANLANLAN
My kid brother got pwned last night on a 2v2 n00bs only game; the other three were smurfs. I watched the replay and could only cringe. So glad he didn't use my account.
not saying anything, gave up on arguing, remember? You must have no life, so sorry about that.
A lot of people online are assholes. 'Sides, you didn't miss anything; thats a shitty map anyway.
Yeah.... did I say to not use it for eco? No. and that STILL counts as defense you silly peasant. Join the military. Or just take some military science courses; it ain't all that difficile. I think the problem lies in how you and I differ in the definitions of offense and defense. Defense is quite cleary different from offense, even if the two serve a common purpose. I give up, no point kicking a dead horse.
niiiiiice! thats awesome; I always assumed that CannotBeDamaged meant.... ohh.... thanks a bunch!
fo' shizzle, no arguments from me there! btw... if you issued the tactical capacity upgrade and tried to build the phase gate before the upgrade completed (you know how its just stuck at like 1% construciton?) then you'll run into that issue of idiocracy. For some reason it effs up the phase gate buff behavior for a while. Just make sure that the upgrade finished before you issue the build order and you shouldn't have any problems. Du
omg, that would be defined as DEFENSIVE USE. Culture is fine for defense, just don't bet that it'll work on offense against a competent player. I find it funny that you quote me and right there it says "for defensive purposes," people just don't read any more. Thought you might app. some numbers from a "Idiot n00b" Cost of SB (frigate) 2000crd 350m 250crys Cost of SB 1000crd 100m 125crys Cost for SB
but the illusions are still visible, and targetable... right?
You could make the mesh files transparent though, could you not? actually make the ship itself invisible? And control it from the empire tree...
ok, good, I'm not going crazy.
Teach, "good at advancing in the opposite direction"
culture sucks, don't bother. The cost/benefit ratio makes it for more defensive purposes than anything else. If it wasn't MEANT to be this way, how could less defend against more, as it were?
I'm pretty sure that the scouts can't move while in such a state, 99.9% certain as I'm trying it right now and it ain't working. Or maybe I've been messing around with my files too much... always a possibility.
Just make them impossible to target... everyone always seems to ask this question sooner or later, and this seems to be the most satisfactory answer to date.
*[e digicons]:omg:[/e] man that took a while to type![e digicons]:omg:[/e] * Hope that helps you out abit, let me know if you need more pointers. [e digicons]:thumbsup:[/e] (::
TXT entityType "Buff" onReapplyDuplicateType "PrioritizeOldBuffs" buffStackingLimitType "ForAllPlayers" stackingLimit 1 allowFirstSpawnerToStack FALSE buffExclusivityForAIType "ExclusiveForAllPlayers" isInterruptable FALSE isChannelling FALSE numInstantActions 2 instantAction buffInstantActionType "InitializeMovementTowardLastSpawner" instantActionTriggerType "OnDelay" delayTime 0.000000 &nb