Pawelo

Pawelo

Joined Member # 3357984
0 Posts 0 Replies 4,968 Reputation

I just got a question, if VL Titan is mobile homeworld, why it doesn't generate money and labs? Also vasari armament pact should affect titans.

141 Replies 300,958 Views

Hello, I 've found some bugs: -Vasari Loyalists jump stabilization is not working, -Vasari rebel bidirectional jump autocast is broken, has wrong ability icon, and has a wierd ability effect (taken from overseer wihch just looks wierd on inhibitor) -repair cloud from skirantra doesn't affect strike craft anymore (it did in entrenchment) -flagship icons in info cards are swiched; tec have radiance and advent have kol -Energetic pulse char

1 Replies 4,733 Views

Hello, I've found that magnetize ability on Dunov doesn't make strike craft collide on the target, flak burst on Kol doesn't do damage to strike craft, lvl 6 ability on TEC loyal Titan also isn't working. There are some problems with shield placement on rebel vasari and advent titans. And there are some problems with aura images placed on titans, for example red crosshair from akkans ability is inside titan not above it.

2 Replies 5,299 Views

Battle 5 is used. But i forget about 1 thing (i dont know if it is fixed or not) if you request your ally to attack or defend a planet (by greeen and red buttons when you click on your ally not by mission sender) your ally wont be informed who gave this command in diplomacy picture will be grey picture but i think there should be portrait of faction requesting it. Also there is no name in info text which may be confusing in ffa and request will be told not by voice of requesting player but a

31 Replies 111,228 Views

Deciever you can post these bugs: Vas SB phase gate doesnt work on stars Kortul wave guns are silent in entrenchment (it works in vanilla) Migrators sb building claws arent shielded when attacked (maybe not a bug but it looks strange) Some musics arent used (battle3 and 4 and some that i dont remeber) maybe not a bug but vas mine explosions are so tiny that really hard to see even from moderate distance gravity mine glowing animation is twisted

31 Replies 111,228 Views

Marauder needs some buff but i think its one of best support ships. Itz always my 2nd or 3rd cap mostly 3rd. With phase out hull you can do wonders sometimes - preventing enemy caps from leaving gw as well as securing your own cap ship from destruction. Distort gravity is also very good ability becouse on lvl 3 even lfs wont be able to chase down your fleet. Also it helps to stop enemy fleet retreating - egg and subs will quickly chase down fleet and immobilize them. Subvertion is rea

26 Replies 51,652 Views

Emp i was playing you with mines yester day and my mine tactics do wonders. I developed it long ago its quite easy to counetr when you know its coming but if you are suprised with that and mines are microed well it works in 95% cases. The weak point is that its really hard to micro it. My mine tactic rocks!!! My MINES are ready!!

14 Replies 8,357 Views

Well i like mines also but i play multi mostly and use vas mines very often with succes in MP.

3 Replies 7,561 Views

I found another BUG. Vasari mines (both explosive and gravity) use TEC mine explosion particle. Explosive mines should use Explosion_PhaseMine.particle and gravity mines should use Explosion_PhaseMineGravity.particle, but they use green Explosion_TechSpaceMine.particle. Also gravity mine glowing animation is twisted - sparks should connect the spikes on the mine not just sparking in a side. Deciever can you add eggs colonize, orky colony pods and serevuns degradation to voting

913 Replies 1,707,033 Views

Hello, I found another BUG. Vasari mines (both explosive and gravity) use TEC mine explosion particle. Explosive mines should use Explosion_PhaseMine.particle and gravity mines should use Explosion_PhaseMineGravity.particle, but they use green Explosion_TechSpaceMine.particle. Also gravity mine glowing animation is twisted - sparks should connect the spikes on the mine not just sparking in a side. I hope this will be fixed.

1 Replies 10,093 Views

I have some suggestions beside those metioned before for next patch: 1* Buff overseers jump degradation OR make it stackable (max 10 times becouse unlimited stacking really stops time for incoming fleets) 2* Decrease cost of 2nd level of colony pods - 2700credits (and lot of resources) for 1,8 income? its just too much. TEC trade ports T2 is much better than these 2 ups and cost twice less. 3* this is optional but it would be good if eggs colony ability could match the

913 Replies 1,707,033 Views

I found evidence of Agant of Karma verbal abusement: he call people assholes on forums and in game lobby. EVIDENCE: just look at the forum......... Add yourself to your list.......

14 Replies 8,854 Views

Pbhead try researching reintegration on skirmishers and then do test. With it disciples will bite the dust (especially in smaller quantities), but its sightly expensive so without neutrals it may be risky. And combined with Skirantra it can repair 44-54 hp/s. You can also try to out number him with subvertion but this is more risky, but if you win, you'll have super mobile fleet to help your allies.

22 Replies 11,476 Views