whoops. it is 3. not 4....
kwm1800
Oh, you mean asteroids? The max structure you can build is 4. So.... upgrade on other planets if you need space.
?? You should build more than 4 if you upgraded logistics. Can you explain further more or a screenshot where you can't build the research center?
OK guys, how about this then? 1. [img]www.the-firestorm.com/Example1.jpg[/img] 2. [img]www.the-firestorm.com/Example2.jpg[/img] 3. [img]www.the-firestorm.com/Example3.jpg[/img] *Direct links if pictures are not shown. www.the-firestorm.com/Example1.jpg www.the-firestorm.com/Example2.jpg www.the-firestorm.com/Example3.jpg This is taken right after the game has started (this means I quit the game as soon as the game has laun
[quote]Hard AI indeed gets extra resource boostI read both the threads listed in the creator's post. Neither proves anything about Hard difficulty getting a free boost to resource income. Considering the changelogs have definitively stated that only Unfair gets such a boost as well as numerous players, I'll wait until Stardock or Ironclad gives us info to this effect.[/quote] I recommend to read carefully then. ;)
*facepalm ...No wonder you guys do not understand what Iztok Bitenc is saying..... I seriously recommend you all to read some books to improve your reading skill. Where do he and I compare Normal AI and Hard AI only? The test he gives is comparing YOUR income rate vs AI's, and if you do that, you will see Normal AI's income rate exactly follows yours, while Hard AI is simply out of course in first place. NOTICE, that the income difference starts VER
There should be the option to go back to previous version (if you did not delete archive file) without reinstalling the entire game.
[quote]Normal doesn't upgrade population as fast. Enough said.[/quote] This proves that you don't play this game. Man, play the damn game FIRST before posting about ingame issues. You have absolutely no idea how early infrastructure/population upgrade on home planet, and this is not a point anyway, since the difference on income is viably shown even before the upgrade is finished. I hate to become a broken record machine, but I say again. [Stop saying BS, sit
Oh well, the thing is that it is stated only Unfair AI gains extra resource. Well, it is AI.... What do you expect from mere AIs? ;) you should not expect them to be about as competitive as human players. I'd say they rather need more optimized code, not really resource boost.
Please refer these topics. https://forums.sinsofasolarempire.com/319687 https://forums.sinsofasolarempire.com/312860 Indeed, unlike description, Hard AI gets resource boost. Is this a bug or intentional? Thanks.
All of you who deny that Hard AI cheats on resource, you are badly naive and stubborn to refuse test this even though it take mere less than 10 minutes to do this. Stop saying BS, sit on the chair, launch the game, play single player with 2-players map, you and normal AI, and run the game like 2 minutes (in this time, there is no frigging way to 'optimize' resource income, right?) After two minutes, finish the game and go to 'income from planets' section, and you will see income gr
....Did you check wormholes?
This is combination of 4X and RTS. Of course it is a lot slower than other original RTS games.
Let us look at the list of units. Frigates =Scout =Light =Colony =Long Range =Siege =Flak Cruisers =Carrier =Repair =special =heavy As we see, other than Light frigate, long range frigate, Cruiser carrier, and heavy cruisers, others are ALL support units (you may argue that flak frigate is also direct attack unit, but IMO it is more of specialized unit countering strike crafts and sometimes cannon fodder) Regarding the fact that capital s
I also concur with his opinion. Due to emergence of strikecrafts, the effectiveness of subverters has been dramatically reduced. I'd even suggest back to 1.05 stat (100 antimatter and 30 sec) since post-patch's battlefields would be like 50% strikecraft, 30% long range and 20% HCs, which means the effectiveness of subverters has been reduced to 50% or even less.
Advent. 1. Capital ships : Such as mothership or carrier, they influence battle more than Guardians. 2. Guardians : see others' post. 3. Disciples : antimatter problem. Vasari. 1. Subverters : Or they will permanently stun your entire fleet easily. 2. Subverters 3. Subverters 4. Subverters ..... 10. Enforcers : field thingy 11. Capital ships : after this take others as usual.
Subverters are already fragile as hell. I do not understand people are still experiencing problem with them. Even in current state (1.05) it is not hard to defeat them if you know what to do. Keep in mind that us Vasari players eventually get outnumbered by other factions' players due to economy problems. So we need these cruisers to compensate this problem.
Even in late game, the cost of exploration is wayy too expensive. Think about this, with exploring one planet, I can make about two heavy cruisers. If I have more than 8 planets, that's for 16 heavy cruisers. That's really a lot, really.... more than a possible bonus you can get from exploration.
The exploration already costs too much and removing this bug/feature just makes exploration never used in real game.
BTW Subverters got massive nerf on this ability, so it would be harder to see than now.
I also noticed this bug. BUT, such insane speed does not last long. Give it a minute or two and you will realize that the speed has been back to normal. So the game starts as ultra fast then goes to proper speed after a while.
it is Stilakus Subverter, supercannon only damanges stuffs IRCC. Kill these nasty ships or your fleet will be perma-stunned like that.
yes, this is typo. I also noticed this as well.
maybe putting a button on that minitab to close so people can close it easily.
Thank you for this thread. I too am tired of seeing 'loose' in the place of 'lose'.