My view on this is that wile the synergy ablilty is cool and is decently effective, it is still not as effective as the tec gauss upgrades, (the ablilty to temporaily take away armor is a big "oh shit" for any of its targets). Even with a 50% boost to its damage output, the beam weapons can still be ingnored by the cap ships, even with a good setup. spaming the turrets with strikecraft and long rang ships duing the outset of the battle can still only be defeted by eather have
xploseve_12b
It installs that way so that if you have multiple users on one computer, another user wont beable to play your saved games or screw up your game with bad mods and what not. I know this isnt a issue with most players but there it is.
I think that cap carriers should start with 4 squads, then max out at 9 at level 10 (+1 squad every 2 levels) I also think that carriers should have very little offinsive firepower aginst most other ships, but be very effective aginst strike craft with much longer flak range than any other ship (better than it allready is). With Tec, take the flak abililty from the kol, give it to the carrier, and give the kol a diffrent battleshipy abililty. I'm thinking a consintrated firepower a
Yeah, when I first started playing the game, I thought that there were unlockables, thus a reason to have achievments. But after a few games, with me striveing to get a bunch achievments accomplished, I started looking around the menu for the unlockables, but there were none. Sence then, I always thought that the achevments were ment for a X-box 360 version of the game, but it never happend. Thanks for karma <a id="ctl00__Content__RepeaterReplies_ctl12__LinkUser" clas
A tactic that I have been useing (with tec) with fairly high success: In my fleets I usealy build my strike craft with a 2 fighter to 1 bomber ratio. More fighers to combat enemy fighers and the fact that they are harder to kill than bombers. This ensures that I will have some full squadrons thoughtout the battle. I will then group my bombers together and have them attack the same target at the same time for effectivness (usaly eneamy long
Famous last words: "2nd fleet to base... Roger, just stopping to smell....." lol
Ive tried a few times and cant seem to replicate the issue. Is it still a reoccuring problem? I might suggest a re-install to see if that fixes it. I know that there are some behind the scene progames on windows that can cause problems with games like some tax-prep programs, and that could possabley cause some problems, but I havent had any. Just some thoughts.
That would be cool to have actual size and specs on each ship and strutures, (maybe a unlockable extras connected to the achivements for players to read after compleating each one, like in Battlestations: Midway). This would also give a real insentive to reach each achivement. You could also throw in a basic timeline/story line with it.
More than one starbase in a planet grav field, sounds like a fun tiwst to play... but im not much of a modder myself. Can someone who is lay out a step-by-step prosses to do this?
Are you building starbases? when you have your deep space consrtucters build a starbase, it wont take the resorses to build one till it starts, if you dont have enough credits when it reaches its building location, it will wait till you have enough, then automaticly take them out of the bank to build.
[quote who="The_Rezonator_1" reply="5" id="2096508"]haha, space tulips... do space ponies give you any advantages? [/quote] A huge bonus in your trade (a must for every little girl in your family lol)
Nope, the novalith only dose damage to planet heath, upgrades and population. not to any orbiting objects.
[quote who="Annatar11" reply="4" id="2097413"]It's really easy to have diplomacy work in your favor. But, you actually have to be willing to learn how to play with it, rather than coming on the forums and complaining about how much it cheats. [/quote] This is very true, even with the unfair AI. One thing you can do is do enough missions to get peace treaties with all the AI as you encounter them, and then do just enugh to keep said treaties. doing the resorse mi
Right now I am playing a game with 3 unfair AIs and yes they do reserch everything. I have rebels attacking my planets from time to time. (one of the highest things you can reserch in the tec tech trees).
[quote]Trust me, this idea has been brought up so many times since the first beta of the original sins, and a few times I think an IC rep came in and flat out said no (though I could be wrong don't quote me). The main problem is, no matter how they are implemented, someone is going to be disappointed, they will either be too slow, or too fast, op or up. In addition, despite being one of the first people to bring it up, I no longer think it's a good idea, for many of the reasons presented in t
[quote who="Mooster" reply="16" id="2095890"] Quoting xploseve_12b, reply 6 My tactic for clearing mines goes like this: First, before sending in a fleet, send one scout (or whatever is avalible) in to the enemy system, to see where they have grouped thier mines (AI usaly only builds mines on one side or or right on the phase line), this also causes the AI to move any ships it has in system to that area my ship jumped in. Then I 
I would just say stay away from tacos and chilly before a sins session. lol (my problem is that evey time i fart, the AI surrenders to me lol)
Another idea I have been thinking about was a "hero captian or admrial" (or two or three) that you could transfer to whatever ship you wanted, and any ship fleeted with that ship would receve a bonus to it, (like 10% to everything: speed, fire power, shields and hull, whatever it can do. If you had more than one in a game, each hero would have a diffrent effect, like one would have a bonus to speed wile another had a bonus to fire power. Also I would think that they coul
yes early game starbace upgrades are very expecive to build, but usealy a basic starbase is good enugh by itself early on. With the tec I usaly build lots of starbases early on and put trade docks on em ,(not the ones on the frontlines though) huge increse in trade income.
yes, but they are not as effective as anything else. They just plain take too long to clear them.
I would say with the tec basic starbase about 2000, add all the weapons about 4000 total (for more opperating, ammunition and repair crews) add all the armor, mabey 100-300 more (for shield progecter manitance crews). add all the fighter support, about 2000 more (for strike craft pilots and the manitance and command crews) add the trade ports, about 3000 more (for all the trade storage bays crews, trade ship crews, and all the other personel and facilitys incorpr
My tactic for clearing mines goes like this: First, before sending in a fleet, send one scout (or whatever is avalible) in to the enemy system, to see where they have grouped thier mines (AI usaly only builds mines on one side or or right on the phase line), this also causes the AI to move any ships it has in system to that area my ship jumped in. Then I move my fleet (still in my system) to the oppisite side of the phase line of the mines a
Yeah, I only found them in one game so far (but in that game I found them on 3 diffrent planets)
Yeah i argree, each starbase should have a wepon of mass distruction that can only fire at one ship at a time (with a area effect) that dosnt include blowing up your starbase as well.
[quote]*Fires planetary governor....out of a cannon....into the sun. [/quote] lol, the notice would get over lapped and you wouldnt know till you see a ultimate weapon projectile heading for the sun.