LordAlthalus

LordAlthalus

Joined Member # 2578558
8 Posts 11 Replies 24,708 Reputation

[quote who="ilovesfa13" reply="11" id="1991575"]I find i hardly ever buy the upgrades to boost trade/culture/hangars etc...thats what logistical and tactical slots are for i only get those upgrades into a stupid culture/trade powerhouse. I always end up buying the same old 2 or 3 UNIQUE upgrades which i cant buy elsewhere...[/quote] Don't have tact spots in wormholes or nebulas.

19 Replies 5,915 Views

[quote who="Sole Soul" reply="1" id="1991517"] Mines using tactical slots is not, I repeat not a good idea. Mines using logistics slots is an even worse idea. Whether it's a mine per tactical slot, a mine field per tactical slot, hell even a hundred mines per tactical slot (okay that might be worthwhile but you're missing the point-that's not a good idea)-mines are not going to be worth losing out on static defenses, particularly as Entrenchment has improved them, with any ki

55 Replies 114,778 Views

[quote who="Annatar11" reply="4" id="1991488"]Just use google with "site:forums.sinsofasolarempire.com" to restrict the results. Even the SD guys recommend this [/quote] Thats what I do, but I still end up having to seach through pages to find what I want.

9 Replies 4,131 Views

I think Sole said it, but I agree with bumping up the number of upgrades to maybe 10. This way you can fully upgrade the weapons and defense and give your base a little something extra too.

19 Replies 5,915 Views

[quote who="Sole Soul" reply="7" id="1991367"]Let me try again. Mines should ignore scouts. They should not blow up when a scout passes by-as they seem to not blow up when strikecraft passes by. (Has anyone been able to blow up mines by running strikecraft through them, without making them vulnerable to fire via scouts?) I have a scout. I fly it over a bunch of mines. The mines do not blow up. The mines do become vulnerable to being fired up

22 Replies 7,181 Views

I built my Advent starbase in a Vasari controlled asteroid system and the ships there came to attack it while it was being constructed. When it finished, however, they retreated to a nearby system.

5 Replies 1,324 Views

[quote who="Tessian" reply="8" id="1990387"] I can't even let the AI play as Vasari as things are right now.... [/quote] In the few games I've played, I've almost never seen an AI vasari mine field.

11 Replies 2,337 Views

[quote who="Cptn_Miller" reply="2" id="1990270"]Need to just remove mines altogether, that solves a multitude of issues including massive lag / memory leak and micro managing mine removal in a conquered system... The comp AI builds so many mines its stupid, as TEC assaulting a hard aggressive Vasari AI, the final mop up of the enemy is taking hours, my last attack w/ a full 16 capital ships - would not display my ships unless i was zoomed almost all the way in - this was due

11 Replies 2,337 Views

Figured I'd mention it as an idea. This way there is an added benifit for placing a starbase in a system with no planet. Not all structures, I'm thinking only things like broadcast centers, maybe nano-weapon jamers for vasari, phase jump inhibitors, maybe research structures. Maybe defense turrets for the TEC and Advent since they can't move. Discuss!

3 Replies 1,500 Views

Noticed it when I found the Manifest Dominion, when you click on the planet you get this description: [img]http://vaa.blizzpub.org/sinsbeta/dunemanifest.jpg[/img] You see it says at the bottom "Structure Build Time 20%" However, if you look in the research screen it's normal: [img]http://vaa.blizzpub.org/sinsbeta/dunemanifest2.jpg[/img]

0 Replies 739 Views