[quote who="GoaFan77" reply="7" id="3194288"] Quoting jkmaster9918, reply 5The Vasari are really the Italian's descendants running from a basilisk painting? I noticed that too, but I figured it was just coincidence since I can't see any particular reason why they'd be named after him.[/quote] Well obviously he was the one that made the basilisk. Thus the descendants were called Vasari in his honor since they were the only ones with the potent
CoronalFire
[quote who="jkmaster9918" reply="5" id="3194268"]Vasari was a Renaissance painter, writer, historian, and architect. Here's the wikipedia page (and yes, he actually does exist. He was in my freshman World History textbook.) http://en.wikipedia.org/wiki/Giorgio_Vasari [/quote] [e digicons]:rofl:[/e] The Vasari are really the Italian's descendants running from a
[quote who="Seleuceia" reply="110" id="3194267"] Quoting Volt_Cruelerz, reply 102Replicate Forces.. Siege Turret... Missile Turret.. Scramble Bombers.. While it is true that Guidance would be comparable to these abilities, I don't think they're abilities worth aspiring to...these actually are probably my least favorite abilities conceptually as they don't scale at all (siege turret I'm actually okay with just cause it's still very useful)... I pu
[quote who="stein220" reply="108" id="3194262"] Quoting CoronalFire, reply 106 What about microing the ability? I mean for the player who is fighting the Revelation, it makes since to focus fire the buffed combat frigate. Replicate Forces, Siege, and Missile Battery doesn't have quite the same problem since a player knows they will be destroyed in a minute or two anyways, while this buffs something already in existence. I'm not against this, just pointing it out.
More of the mythical "sins 2" feature perhaps.
[quote who="Pbhead" reply="8" id="3194235"]Your playing with AI. another problem that needs to be solved.[/quote] Don't disrespect SP. [e digicons]>:([/e]
[quote who="bilun" reply="103" id="3194237"] Realistically speaking it's not all that different from Missile Battery. it creates a single frigate. The buff is significant enough that it allows a single existing frigate to carry the firepower of multiple frigates, which ultimately is aboutt he same as creating a new one. Heck, the closest analogue is actually the Skirantra's level 6 ability which clones a single target frigate a few times.  
Cobalt comes from German, is either evil spirit or goblin. Yeah some like Kodiak and Javelis are presumably simple.
Many may know this, but I thought I'd be a great place to discuss possible meanings behind the various ship names. I start this because I found that Ragnarov is almost identical to Ragnarok, the Norse legend future battle that kills Odin, Thor, Loki, and others. Loose translation of Ragnarok is "God-End/Fate." Anyone else have discoveries like this?
Yeah I mean I don't know why we are arguing over Flak Burst anyways. It's a plot of Mecha's. Divide and conquer.
[quote who="Seleuceia" reply="140" id="3193720"]A player isn't going to have just a single kol...the "60 HP/s regen" statement implies that at the very least, repair bays and hoshikos are there in support...good odds too that there'll be some flak, and maybe even some hangars with flak turets...especially if they are TL, it's not an easy situation to deal...it's time consuming and risky, assuming you can even jump your fleet in there in the first place...you're better
[quote who="Seleuceia" reply="137" id="3193618"]Let's be honest...the real reason no one builds a Kol is because 1) it doesn't colonize planets and 2) it isn't the corsev...and really, do you need anything beyond beyond that? Bombers don't directly cost credits, but you are kidding yourself if you think they "cost nothing"...without the bombers, carriers are just flying bricks that suck up resources and valuable fleet supply...bombers are about the only thing t
[quote who="ARESIV" reply="2" id="3193663"]Does it make sense to have a starbase at a star? After all its range is quite limited compared to the massive size of the gravity well and so it can be easily avoided. I agree that one starbase can be useful for trade or culture and perhaps repairs... but thats about it. [/quote] There is a great advantage to putting SBs at a star. The AI rarely attacks, and if you have 14 SC squadrons per SB....range is not a
[quote who="Mecha-Lenin" reply="133" id="3193553"] Quoting Volt_Cruelerz, reply 124Mecha, Sanchezz, Greg, or any other MP player, what would you like the change to be? (And mecha, please don't troll.) Let me ask you a question. Does Kol perform better than its counterparts? Do you see more Kortuls and Halcyons built to counter SC? Halcyon is completely useless as a late game anti SC platform, but is great starting cap. Maybe 1-2 people on ICO build Kortuls. Same with
[quote who="Zeta1127" reply="126" id="3193442"]Why can't Gauss Rail Gun have both the speed and regeneration debuffs?[/quote] Why doesn't it also create 15 other free kols? [e digicons]:rofl:[/e] Sorry I'm poking fun when I shouldn't. [e digicons]:puke:[/e] It could work, but that's kinda a lot of effects....straight damage plus engine plus regen....nothing wrong, just a lot of effects.
[quote who="Seleuceia" reply="19" id="3193455"] But now with superweapons, even the unfair AI basically makes the lame turtling strategy king....it's not just annoying, it's boring...I don't want to be SBing my planets with auxilary government 15 minutes into the game....it ain't a matter of skill or "knowing the right strategy"...it just plain isn't fun....I'm glad the AI now can use superweapons, but it makes the cheating they have that much more appa
Rebellion has a cap on superweapons, so any range limitation is unnecessary and would nerf them into oblivion. For diplomacy though, were unlimited numbers were possible, I wish they had limited the superweapons to one star system. Note that anything less in range I would be against implementing even in diplo. I just finished playing cruel 1v1 small random and won by a large part to Novas. Both of us were TEC. As I've posted elsewhere, killing super weapons isn't very
Go to "Media" at the top of this site. There is a page where people can upload/download games.
What about Particle Beams? I figured that's what the Vasari used.
[quote who="ussrAvA" reply="80" id="3193095"]Hooooowwww about you all stop trying to change the game on here, use a mod like it has been suggested.. when the devs start listening to scrubs like you guys... it gets my blood boiling..[/quote] They are. There are a lot of mods out there that deal with this issue. Instead of turning into ion cannons, there is a mod that has been posted that removes the research for the superweapons if you just want them gone. Matt h
[quote who="martox1" reply="76" id="3192934"]The AI builds sb with aux gov so and nova wont cuz them to lose the world and with the AI econ cheats the econ debuff from the Nova doesnt rly affect them much[/quote] It does effect them greatly. Enough to give you the edge. Yes he will counter with aux gov. However, a technique you can use is to not build any novas even once it's researched until you save up to buy a whole slam of them. He will lose lots of planets before he c
"Kol" is synonymous with "trolling" in the language of Ket. [e digicons]:troll:[/e]
[quote who="martox1" reply="74" id="3192873"] Quoting BellGoRiiing, reply 72 Quoting martox1, reply 70 Quoting BellGoRiiing, reply 67Either this or have the limit to one...because the AI just spams them everywhere and what's worse is that they CONTINUOUSLY attack my planet non-stop to the point where its pointless to even try to colonize, by the time I do, it gets bombed again. And I've noticed glitches with Kostura's effect after getting bombed by them a bunch of t
[quote who="Volt_Cruelerz" reply="120" id="3192850"] I thought that's what Armistice was..[/quote] Nah armistice is the out of shape people trying to catch their breath. The congressmen don't catch their breath they exhale it in torrents of hot air, which superheats the metal and overwhelms the sensors on the target ship.
[quote who="Tohron" reply="83" id="3192715"]Maybe buff offensive culture and give culture centers the ability to repel it at a financial cost? That way, the defender has an option, but the offensive player is at least creating a money sink.[/quote] Overly complicated I think. Forcing the player to give up a factory/lab/trade port to put up another culture is better if possible. Off topic from the Revelation now, although changes to one thing brings changes