Saberteeth

Saberteeth

Joined Member # 639369
5 Posts 23 Replies 143 Reputation

Yeah. Each of the three normal abilities has three levels, and the level six ability has one. Ten ship levels.

30 Replies 20,836 Views

Historically in space warfare, squadrons have five craft. This is because the founder of Earth Space Defense Command really liked the number five. He thought it was much prettier than some of the other numbers, like four or six or twenty. If you have a problem with that, you can try to take it up with Earth Space Defense Command, but you'd be asking them to buck 4,000 years of tradition. Good luck with that. Alternatively, you could start your own space navy and make squadrons any size you

23 Replies 5,166 Views

Starting with some infrastructure might make additional levels worthwhile. The cooldown timer I haven't had a problem with, Akkans being as slow as they are.

10 Replies 4,525 Views

[quote]Next time, don't be a necromancer: make your own thread![/quote] It's an Akkan thread. Cry me a river.

10 Replies 4,525 Views

An old thread, but what the heck. What are the benefits of additional levels of the Akkan's Colonize ability? It seems kind of a waste when you could have either a better Ion Bolt or range & targeting bonuses (or later, Armistice).

10 Replies 4,525 Views

[quote] Does your guy's version of the info card say you can hold down shift? [/quote] The Give ____ display in the lower right? Nope. Shift does boost it to 500, though. Thanks.

8 Replies 3,425 Views

I'm currently playing an Arcolian Sector game with 5 locked teams of 2. My ally (TEC) and I started in the same system with a bunch of other factions, and we eventually took it all over. I attacked and established a foothold in the other starting system, and my ally colonized everything in the other four systems. But... he keeps running out of money (down to 0). Does the AI develop their planets at all? It looks like he's being massively drained by planet upkeep. I'll give him 30,000 (whic

8 Replies 3,425 Views

If you look at the feedback roundup [link="https://forums.sinsofasolarempire.com/?forumid=440&aid=166699#1358439"]WWW Link[/link] for November 8, ordering saves by last file modification and/or adding a time & date stamp has been suggested and noted.

2 Replies 1,824 Views

More likely they want to make sure the fixes don't break anything else, and also to fine-tune them so they don't have to go back and revisit the issue later.

14 Replies 5,526 Views

[quote]In this case "move" does not mean change the order in the build queue but rather to physically move the object in space. It is a very handy feature that really frees you up from having to redo a lot of clicks.[/quote] The ability to move planned but unbuilt structures would definitely be handy rather than having to scrap and rebuild them, which I end up doing all of the time.

15 Replies 7,484 Views

I haven't noticed that at all. The AI will try to retreat everyone together, but if any ship gets stopped along the way, the rest don't wait.

9 Replies 3,901 Views

Yeah, one of the tutorials actually tells you that you shouldn't use group move when retreating. You'll want to click that off or what you describe can happen.

9 Replies 3,901 Views

I'm playing a random map which has an uncolonizable asteroid belt between my homeworld and another of my planets. I have a Jump Inhibitor at the planet, but it doesn't stop anything because of the asteroid belt. There are no other jump paths from the belt, so it should really be considered part of my territory for the sake of the inhibitor.

1 Replies 1,748 Views

[quote]I don't like the idea of a "regional governor" or whatever you want to call it. Distance means reduced effectivity of administration, there's no way around that.[/quote] Yeah, but it's a little wonky that planets in your own system can have a lower allegiance due to distance than planets orbiting another star. Maybe each system could have a system capital that would reduce, but not eliminate range degradation. Set a base outsystem penalty and rework the mechanic a bit when deal

49 Replies 9,759 Views

Star to star jumps do count as one step for determining allegiance, which is kind of weird if you ask me. I can easily have a planet in the same system as my capital with a lower allegiance than one in another solar system entirely.

49 Replies 9,759 Views

Ok, I tracked down he relevant auto replay, where should I send it and the save? Also, after reviewing the replay, Prozach is right. For some reason, ships kept getting pushed out of the gravity well, sometimes for tremendous distances. Enemy ships would go after them, causing the chain. It happened multiple times at that Rezia system as you can see in the replay.

8 Replies 3,494 Views

I've noticed this occasionally, but this time it's gotten a little extreme. I'm playing the "Entanglement" map with two fixed teams, TEC vs. Vasari. At one asteroid (Rezia, I'm not sure if the names are random on set maps), AI ships have been chasing each other far outside of the well, and it takes them forever to get back if they do try. They keep sending more ships, too. There's a long chain of ships, all chasing each other into oblivion. I have a saved game if you guys want it.

8 Replies 3,494 Views

I've definitely noticed this problem, most prevalent for me was on the huge-random 5-star map. Ships, structures, and jump lines all disappear unless you zoom in very closely. You can sometimes scroll a little and get them back, but it's intermittent.

14 Replies 5,526 Views