Starbase in a magnetic cloud?
I thought pre-1.2 allowed this... can't do it now. Only mod im using is BailKnights and I'm playing as TEC.
I thought pre-1.2 allowed this... can't do it now. Only mod im using is BailKnights and I'm playing as TEC.
I honestly don't remember, but try it in Entrenchment. If it works it must have been an accidental reversion with 1.2, otherwise it was never possible.
Yea ok, will check after this game.
Magnetic clouds have always disabled abilities including starbase construction.
Yep magnetic clouds are the one thing that will permanently kill your perfect trade route ![]()
Haha well that is what it is doing lol
Sad but true. It's happened to me before. Supposedly the magnetic clouds are supposed to be able to damage ships too, but I've never noticed any effect.
I thought that was Gas Giants, which are supposed to deal damage to nearby ships when one explodes, kind of like an explosive mine went off.
I don't really know,
In the reference files i see:
maxStarBaseCountPerPlayer 1
That is likely the result of a script the devs wrote to add that line to every planet entity file...you'll notice that all planets also have the same health regen rate, even the uncolonizables...
I have a hard time believing magnetic clouds never affect SB construction unless SBs were at some point created without the use of an ability....
You know, now that we have a constraint that keeps abilities from working on starbase constructions, it would be extremely easy to fix this if we wanted to have starbases built in magnetic clouds. And I guess the Vasari Rebels can just phase jump into them now so what do you guys think?
They won't be as much fun without their abilities.
Some starbase abilities still work in them I believe.
????
Only SC and structures would be able to use abilities, since those things aren't included in the target filter...
Actual abilities won't. Things like trade ports and weapon upgrades will.
well at least the vasari have a way to get a starbase in a magnetic cloud. Makes me all warm and fuzzy thinking about how they could use this as another highly effective brute force tactic.
How can any fleet assault a mobile orky in a magnatic cloud with support?
brute force.
Yet vasari are best brute force fleet, so its a steep uphill fight.
Wow, so you necro'd a thread in order to troll your complaints.
Wow, just wow.
And y'all call me a troll....the audacity....
you talking about me?
A little over a month isn't really a necro, imo.
Anyways, i'm not complaining, if you read you will see this is a strategy discussion. All I say is that its gonna be hard to take it out.
-shrug-
You cannot build them unless you are VR but then you can jump 1 in. Another thing that benefits vasari.
Espesially vs Advent who rely a lot on those abilities.
-Twi
My God.....The Diplomacy Graveyard lives.
This is nothing. When I first joined up, I accidentally necroed a thread bashing the Sova that just wouldn't stay dead until a mod locked it a few months ago.
-Twi
the necro has relevance however, as a situational aspect (although rare) has changed and players have been alerted to the change once VR are balanced.
I didn't say it wasn't a VALID necro, just that I'd seen worse. I've always wanted to be able to drop starbases in magnetic clouds, personally, since their abilities don't really rely on antimater, and there's nothing that neads to be targetted. Just "drive over here and unload".
-Twi
Ironically, this may prove to be a small added (and unintended) economic advantage for the Vasari Rebels.
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