Sorry for the doublepost, but I have another question for anyone with the expertise to answer it. As I posted above, my processor is a bit slower than the requirement suggests. However, I am running Rebellion fine. My question is, will I continue to be able to run future releases, with the other factions, or will those new assets make my comp unable to run Rebellion?
ls612
Well, then it shouldn't show up on a map when Artifact Victory is disabled.
This is my 2cp about the new Rebellion beta. 1. There is a bug in the random map (small), where it gives you two stars, as opposed to the one it says it should have. I didn't see this in any of the Known Bugs areas. 2. The interface is a tad bit cramped on 1024x768 resolution. The Menu button is a little overlapped by the Empire Tree management, and the Black Market is a bit scrunched. Nothing major though. 3. On a much more positive note for the devs, in the "mini
If you want to fix the Atlantis bug for yourself just edit the mitigation down in the entity file. EDIT: Whoops. just noticed my advice was already given. Sorry
@N3rull: Thanks for the feedback. I got lazy and forgot to read the entity files for FDS *knocks head*. I have also added 3 more tricks for an Orky in the main post[e digicons]:)[/e] . On debris vortex I have never found it necessary for either Offense or Defense. On Defense I have Repair bays, and on Offense lots of Overseers. That said the Upgrade is often good on Offense bases while the fleet is using the overseers to heal itself. I use Phase Stabilizers on My SB as a counter to the fact t
Thanks for all the great feedback and discussion! I will hopefully be putting up Vasari and my Big Bag o' Orky Tricks this afternoon. Please continue in your constructive feedback. I am also going to put up a Combo section in the Guide after Vasari are finished.
Whoops. Double post.
@InfiniteVoid; I agree, you could use Aux. Gov't on a Kamikaze Base, forcing the fleet to deal with your SB, and the way I deal with bombers is to have the SB have 8 or 14 Fighters, Plus a few (2-3) Hangars. The Con Yards can also help with AF frigates. @Darvin3: on spelling I blame the Brain Fart. About Auxillary Government, I agree on second thought that it is better than I thought. However, I usually play against Advent and Vasari, so I have limited experience on TEC mirror match.
Hi. I have not seen any good up-to-date starbase guide on these forums, so I have decided to create one myself. Starbases are one of the most versitile units in entrenchment, and can be diffucult to use at times. I will talk about a Starbase's Upgrades, and also give build tips and strategy. I am always open to constructive criticism, so give me your feedback. Let's
I am using Entrenchment v1.051. I agree with Harpo that the income increase would be undesirable after some thought. I think you can edit the individual planet entities to increase tactical slots and starbases, but I am not sure. I'm sorry for any ambiguity, but I ment for Tac Structure levels the planetary upgrade levels, not research. EDIT: Could this be made for Distant Stars planets as well? Thanks!
Hi. I have a simple mod request. I would do it myself except I have no idea how and would probably damage something trying. I want Fleet Capacity, Cap Ships, Tactical Structures to be quadrupled for each level. So, at fleet level 1 there would be 400 capacity, 4 cap ships, etc. I would also like for 4 starbases for each planet. Thanks to whoever can make this for me. :) EDIT: would it also be possible to make your first 4 cap ships (lvl 1 quantity) free instead of only 1?