yeah, it works with the base sins.
anteachtaire
"forcechoke to brain +5" - From the D&D of Star Wars
yes, but the guild is just one corp. whereas the Galactic Empire is just that. An empire. Also, the guild universe has no computers, which is a big disadvantage. As for a turbolaser volley just "bouncing" off a holtzman field.... I think a more likely reaction would be a nuclear explosion.
What you're mentioning is a glitch I've noticed. At one point I was in a similar situation, and amazingly, a meager boost of 15hp per second cancelled out more than 320dps. Even with the health upgrades the sb would have only been healing about 20hp/sec, so yeah... there's something wierd there.
star wars owns.
Then again, you have bastards like me who just go above or below the mines.
15min after that, Darth Vader showed up and sodomized master chief with his lightsaber while shouting, "I'M the original bad-ass cyborg! Now take it like a man!"
the units do move on a "xyz" grid, all you need to do is set the key that controls the z-axis. You can find this in your keybindings. Yes you could... but then you run into the whole three dimensions issue; or at least I did when I tried it. Good luck. Again, as above, the whole three dimensional issue.
I was messing around with the lvl6 cap ability that takes over enemy frigates, and I thought to myself "I wonder if it'd work on other caps or if it'd just create a mini-dump?" So I included CapitalShips and lo! It worked! They level up normaly and gain access to the abilities too. I was almost certain that it'd cause a dump, lol.
[quote who="Wingflier" reply="8" id="2435371"]I completely disagree with what anteachtaire said about Advent's weakness. In my opinion they are the best (or at least good) early game because their LFs and Scouts are so cost effective and spammable, as well as your colonizer cap giving you cheap expansions. They certainly aren't "sitting ducks", I'm not even sure how you could make that statement about Advent's early game.[/quote] I'm just saying that as a no
Well, i dunno if this'll sway anyones opinions, but I made a mod that buffed the vas. skirmishers according to what the majority seems to be demanding, and it really made this race unbalanced. I also just modded their reint. ability, and that seemed to do the trick of not making them op yet making them much more viable. Granted, I only had three players, and they weren't exactly pros, and this was a couple months ago; so it's prob. time for another go at it. If any one is serious about improv
Tec: Obvious use of research/abilities/ships. The ease which people can use this race is well known; making it the race of choice for most new players and veteran players alike. Weakness: jack of all trades, master of none. Also, a suprising amount of players feel like they'll be garunteed the best of everything with this race; this isn't always the case. Also, it seems like many people rely on missle barrage, which is easily counterable if you know what you're doing. </
what about the kortul? That ship pretty much owns any other cap, and it disables sc.
I made this post to enlighten people of the benefits of biomass energy, which, though it normally suferrs many drawbacks, could be very effective with the use of hemp. And now it has just become a back and forth arguement about nuclear energy; [e digicons]:'([/e]
no worries, we're only human eh? 'Cept the cyborgs of course. (:
-1 duration is what your looking for pb, and what you're describing is pretty much the easiest way to do it. Another poss. would be editing the planets themselves; heck you could even make a bonus that is normally active and w/ research improves the jump speed (for either that planet or for the tech as a whole.) and chill out mjr. stress, I wasn't saying bs to you, lol. the first guy (tesla) who posted said it couldn't be done.
[quote who="52500" reply="55" id="2433632"] you can travel, you just need to use the z-axis function. Most ppl. don't even know about it. I have mine set up, and no. it still didnt work.[/quote] then idk, I guess it just doesn't like you, bummers.
[quote who="52500" reply="38" id="2432092"]What about the random map generator that attaches one GW to another with a phase lane the goes stright up from the middle. Nothing can make that jump so whatever is trying just keeps ping ponging back and forth in the GW.[/quote] you can travel, you just need to use the z-axis function. Most ppl. don't even know about it.
the only thing that should be changed with the skirm. is the autocast; with that fixed those other changes may very well not be needed. When I modded the ability to cut in earlier it seemed that it helped out the balance tremendously.
trying to balance individual ships is a bit meaningless when there are racial abilities. Besides, it'd be a bit boring if all the units were the same. The vasari have enough going their way to balance out the skirmishers, the fact that most of the exp. players are saying this makes me even more willing to accept this.
b.s. you can do it; you just need to use (make) abilities creatively. Proper manipulation of abilities and research could leave you with ships spec. in diff. types of travel. This wouldn't work exactly like how you said, but it'd be pretty close.
yeah, I meant the advantages for max all. by itself, (not for trade or anything.) its comprable to researching extraction and trade bonuses to a cert. extent. Personally I feel as though its a better investment though. And it can be a big factor early game, as you maximize your base income and set yourself up for a better eco. when you get more research; extraction research offsets the loss of income from low all & if you have higher all. in the first place it maximizes future bonuses fro
you are correct, the kol does win, for sure at any level higher than 3.
Fifteen minutes later, the Advent fleet showed up at which point the Vasari fleet ran away and survivors from the Covenant fleet shat bricks.
true. But who says advent can't fight dirty too? hehehe