The Inhibitors aren't there to stop huge fleets from moving around. In my opinion, Inhibitors are supposed to make small scale irritating hit-and-run tactics ineffective due to being unable to get away. Inhibitors have to be prioritized by the AI. In my longest game I took out 10000 frigates, most of them during battles that went like this: - AI brings a he-oooge fleet to one of my planets but doesn't bother killing the inhibitor. - I Marauder-to-Phase-Stabilizer jump m
N3rull
Neutral Colonies are those who you actually have to destroy before you can colonize. They hav some defenses and ships. They are absent on most bundled maps, but the amount of them is controlled by a bar under "Planet Groups" in the map designer. One thing I would like to see in the editor is a bar that would control how far planets are from each other. It is common on maps with 100+ planets around a single star that two or even more gravwells actually [u]collide[/u], while all
that IS what he does >.
[quote] But, I'm kind of lost on the tech tree, and a real time game doesn't lend itself toward lingering to make choices. [/quote] you're playing single player with AIs => there's always the PAUSE key [e digicons]:ninja:[/e] [quote] I also noticed that you have to click on a research type a few times to get to the next level. Not sure why. [/quote] Most researches have two levels, for instance a basic research upgrading type of weapon has two lev
As was said, Antorak must remain stationary and channel the ability. As long as he does, you should be able to freely warp fleets in and out from this gravity well, from or to any other grav well with a stabilizer inside. If you have him selected while ordering the fleet to jump, the Marauder will move. It will break channeling of the ability and make the node disappear, meaning - long way home. However, I had several issues with it in the past and there is already
I do not play online simply because I haven't got the time to do so. I should reserve over an hour to play a game of Soase online, but I simply have too much REALLY important 'real life' stuff to do to sacrifice myself completely over a piece of entertainment programming. As a comparison, during a typical medium 2v2 skirmish game which takes me ~1,5 hours to the point of the game is won/lost (usually won ;p) I pause the game about 50 times and save/leave/reload lat
[quote who="Hack78" reply="10" id="1950125"]There is one other point with seige frigates to remember - if you can't build a cap due to getting worked and lack of econ, you can still pump out some seige frigates to try and get a planet... [/quote]As he said. [quote]ok, that makes sense. my only point is that with 3 - 4 ships in your total navy to do the job (and only 1, max. 2 to do it well), you're fairly unflexible in your attack. unless you are vasari where you are considerable
[quote who="Shadowhal" reply="4" id="1949749"]are you not contradicting yourself? one the one hand you say that having many capital ships isn't possible in a competitive game (actually, you said having 16, but in order to have a reasonable planet killing force you need at least some 3 - 4 per fleet, which is also not very doable) and on the other hand you dismiss siege frigs as useless.[/quote]Ok I was wrong. I COULD agree less. The thing about dropping in siege frigs via Stabilizer node is a
I couldn't really agree less. If you made 16 caps and survived, it means you aren't playing a competitive game. As for the fleet concentration, of all the three races the Vasari have the royal privilege of being able to move swiftly all around the system. This means that they, of all the races, SHOULD abuse the chance to make concentrated, overpowering strikes and then adapt quickly to enemy counterstrikes (by sending a part of your fleet from your main force to the plane
[quote who="k33bz" reply="25" id="1949350"]I didn't say it was a guarantee, but a lot of times you can get lucky and at least distract them long enough to make a mistake that costs them the fleet or force them to retreat. At the expense of a few ships I'll take that risk, especially if its a choke point. [/quote] You could send in a single Vulkoras (or generally - siege cap) level 4-5 and it'll be more effective and not so easily killed. I for one always have at last one or two 
[quote who="JuleTron" reply="22" id="1948952"]A Vasari player should always make a space egg first. The kortul is better in combat yes, but the space egg is unmatched in seiging power and anticapship combat.[/quote]Disagreed. All depends on what you are planning to do. If you plan on nothing, the Egg is a good choice. Grants mildly faster expansion and has a moderate effect on any fight you enter. Its drawback is a lack of survivability boosters and vulnerability (weakest cap of
It doesn't work with rally points. I checked before posting ;p.
There is no solution as you would want it I am afraid. You can do workarounds, like setting the rally point to where the phase line from C to D begins and then manually telling the ships to jump to D (or generally, setting the best/longest straight safe route and correcting it at the end). Other than than, you can only build/use a frig factory somewhere else or make phase stabilizers if you are Vasari. Maybe building the frig factory immediately next to the phase line
The rule of thumb on MP games is - take the egg first, then quickly go assailants and give the egg five for escort. Five assailants have the firepower to quickly clean planets while your cap colonizes them. From second level of the egg, go into disassembler, it helps a bunch. You may go something else, typically a Kortul is a good choise - rush to Nanites and any enemy spam attempts are screwed. Skirantra if you're going into masses of strike craft, which is also fairly viable
It should matter. Every idiot should be able to see a big red ball hanging around in front of you. Frigate 1 - Hey, what's that? Frigate 2 - What? F1 - That big red ball over there. F2 - What ball? F1 - That freakin' red ball right in front of you, bigger than both of our friggin' ships! F2 - What? You haxxor! You see a mine! We have no scout firgate around, you aren't supposed to see it! F1 - But but... it's so big and... F2 - shut i
Vulkoras Planet Cracker. In 1.05 it was a mediocre planet killer, relying on easily killable platforms to deal damage. In 1.1 however, it rocks ass even with maxed Assault Spec alone. Good dps on single target and on groups, compared to any other cap. No massive buffing or debuffing abilities. Has a decent synergy with Volatile Nanites. Kortul Volatile nanites own masses. <a href="http://www.youtube.com/watch?v=
Ok 1.1 made my day. Vulkoras is all about a planet cracker. To hell with PMS which only make it a little less of a laugh in a battle. With the bugged Assault Spec, the Vulk's antiplanet damage was crap. I expected that the cooldown would begin somewhere after the second ray disappears, so the unbugged Assault spec would make him shoot one ray, second ray and then again with minimal interval. This wouldn't be so awesome. One game of 1.1 and I was like
[quote who="KuroTora" reply="25" id="1944454"] Great unassisted planet damage (with the bug fix) Severe building/planet damage by itself Severe, although channeled, ship to ship damage level 6 Great mix of defense, damage and speed with the right techs (lattice armor, gravity well reduction, and phase misssile tech lines are the key here) Severe concentrated damage with the right techs Capable of wiping out large groups of
[quote]Learn to use the Vulkoras before you whine about it... Or just learn to play the game...[/quote] just when I thought nobody else will try to piss me off. A level 1 Vulkoras has his phase missile dps lower than that of two Assailants, while a level 10 Vulkoras has a phase missile dps of less than 5 assailants. AWESOME, considering it costs... say... over 7 times the price in credits, over 8 times the number of fleet points, an extra command research ( = more cash) and takes
[quote who="bgorgon" reply="2" id="1944298"]also with the new impulse update the tab for updates is gone, i assume this means that they deamed it useless and just have the program download and install when the update servers go online. can anyone confirm this[/quote] If you haven't played the beta and turn on "show pre-release versions" , the update tab will show up with the beta patch. So I guess it is there, but pops up when there is something to show.
[e digicons]:grin:[/e] pass[e digicons]x_x[/e]
I do not play online because I have a life, a family and everyday work to do. I do not have 2 hours of time to spend exclusively on gazing in the stupid monitor. Since I could never finish a game, I don't begin them at all, so you lifeless so-called pro players don't whine about another leaver. So, Cykur. Making a replay is pretty simple in sins. Actually, it makes ITSELF, automatically. Why don't you go and prove this fancy tactic of yours really works? Post a
the Nano Weapon Jammer , the building , places a debuff that slows enemy fire (i.e. increases their weapon cooldowns). The Assault spec bug was linked to how the game handled changing cooldowns on weapons, which mechanism was also used by the Nano weapon jammer's debuff. So the same bug that caused Assault spec to decrease Vulkoras' effectiveness instead of increasing it also caused the nano weapon jammer to increase the effectiveness of the enemy, instead of hampering them. Both ar
You SERIOUSLY need to look over the forums, you have clearly no idea of what is or was going on with 1.1 patch or Entrenchment. Do your homework a bit before you start throwing accusations. 1.1 patch was due for some time but serious bugs occured and needed to be taken care of, as it happens with programming games. Try to program a tic tac toe game and you'll see how much of a b.... this job is. Minidumps and sync bug needed eliminating and that took a while. Entren
[quote who="Cykur" reply="14" id="1943338"] Unless You Are Skilled Fleet Distracts and Your World Dies Factories Won't Work [/quote]Oh yeah and he's doing nothing, just watching you kill the planet for like five minutes and letting your fleet hang there in the meantime. Go