I personally don't like RTS on consoles at all, I think they're meant for PC
Draco-nyan
Because since the Jarun Migrator is consumed in the process, it saves 6 supply
Se non hai il codice non penso che tu possa ottenere qualcosa, siccome non hai prove che tu abbia effettivamente comprato il gioco. Forse puoi fare qualcosa se hai il disco di gioco nella custodia o direttamente lo scontrino, ma sinceramente non so dirti I think it's better if you use English next time, this is an english board
Minor spelling error: it's "Nano Leech", not "Nano Leach". I'm concerced about Gravity Pulse. If the target has not Nano Leech, they get the Cooldown and Speed reduction for 35 seconds. If Nano Leech is active, they instead get completely disabled for 5 seconds, and after it worns off they don't have any other debuff. The disable effect duration increases as the skill levels up, to roughly ~10 seconds at Level 4. The ability does not affect Capital Ships o
[quote who="furyofthestars" reply="8" id="3234340"]Finally is the delay between target reacquisition. When one target is destroyed, fighters will delay for a moment or two before acquiring a new target. I actually see this with Frigates/Cruisers, too, although much longer of a delay. But that's a different topic and I realize this may be an engine limitation or may be caused by game lag.[/quote] I have personally witnessed my ships changing target
They tried to balance, but they did not succeed. Yarlen stated a new patch is soon to be released, so we will have to wait. Stardock probably has acknowledged something is wrong with their game, as there are countless threads discussing how op is the Orkulus and how to balance it. This is without any doubt the biggest issue in the game at the moment, but I think it is not a bad thing to discuss other aspects in the game, that may or may not be too powerful, assuming the Orkulu
You always needed to research Starbase Deloyment in the Fortification Tree
Base Stats: LRM: 500 Hull, 280 Shields, 1 Armor, 11 avg damage Illuminator: 620 Hull, 550 Shields, 2 Armor, 18 avg damage Kanrak: 600 Hull, 360 Shields, 2 Armor, 13 avg damage Fully upgraded stats: TEC Rebel LRM: 650 Hull, 336 Shields, 8 armor, 17 avg damage, Cluster Warheads ability TEC Loyalist LRM(militia buffs active): 650 Hull, 336 Shields, 12 Armor, 21 avg damage, Cluster Warheads ability TEC Loyalist LRM(militia buf
The developers' goal should be that every race gets a fair chance against the others, if a race is banned from multiplayer from the community because there are no ways to deal with it. Moving Starbase and powerful Titans are not bad ideas per se, but need balancing. If the developers refuse to understand a problem that bugs the entire community to the point that an entire race is banned, we might as well rely on community mods. Assuming the developers want to make
Well, you can have as many Starbases as you want, in different grav wells, and fully upgraded they are harder to take down than a Titan, so people complain because it's not hard to research. Last patch did make getting mobile starbase harder, but it's still too powerful, because starbases don't cost fleet supply, and they are easy to build. In addition, Vasari Rebels have researches like Armor Restoration and Shared Shield Tech. that make their ships way much better than t
Damage is reduced by Shield Mitigation and Armor, with maxed researches you can reduce damage even from abilities, not counting Nano Disassembler. Did they have their Titan nearby? It can reduce by a lot the damage recieved by friendly ships
But it's expensive to build a starbase in every planet and equip it with planet loss prevention, and there's still the killed population and lower trade income. TEC already have the best economy, if you can cripple the enemy's you will be able to replace losses much faster, which means that even if your military is weaker, you'll eventually come to a point where the enemy will be too worn-out to counter anything
Just launch the game from Sins of a Solar Empire Rebellion Dev.exe , and when you're in game press ctrl+maiusc+. Most of the option you need are in the "Change Galaxy" menu
I name ships after Touhou characters, and planets after Gensokyo locations
Does the research "Molecular Assembly" affect the building rate of Starbases?
ヴァサリのスターベイズは弱すぎです
[quote who="DirtySanchezz" reply="2" id="3220994"] Would you mind linking to the mod? I found the Reb Optimization mod project. [/quote] Here you are https://forums.sinsofasolarempire.com/411950
Last time I checked they weren't able to move while cloaked
There is a Rebalanced Races Mod, check out the Modding section There are also a lot of topics regarding Wail, and how to counter it
No, it only hurts and disables structures, and allows your fleet to jump to that planet because of Phase Stabilizer Node
TEC Loyalist are based on Economical warfare, and their biggest weapon is the Novalith. If an upgrade negates every effect they'd be useless. At least you can prevent instant loss if you have Capital Victory
You can just put a starbase with Ausiliary Government/Enforced Loyalty/I don't know what's called for Advent to prevent planet loss
The slots were unchanged, however before patching you could only have 4 superweapons, no matter what, now if your empire is big enough you can build even more
It's a change in the 1.04, now you can build a Cannon every 4 planets you own. If you are TEC Loyalist and research "Novalith Deregulation" you can build one every 2 planets.
Well, there isn't a perfect fleet, you should build what you need to counter the enemy's