bobj6

bobj6

Joined Member # 2033673
0 Posts 1 Replies 226 Reputation

Sirphoenix, If I am not mistaken you can go into your fleet orders and left click on the join fleet. This should toggle the fleet auto-join. As such you should be able to keep the mine fleet intact and as long as your attack fleet is the only one set for auto join, any new ships should join that fleet.

10 Replies 3,960 Views

[quote who="Mumblefratz" reply="8" id="2069274"] The problem with pointing to a creator as the source of all our origins only defers the question by the moments hesitation that it takes to ask "then who or what created the creator?". It's a never ending loop. All religions that I know answer this question by stating that the creator existed forever with no beginning. But this flies in the face of every experience that I know of. [/quote] Acutally there are rel

51 Replies 207,320 Views

I would like to see what happens it Entrenchment 2.5 with the addition of the multi target, multiple banks firing solution anti SC craft now have. Especially when they are supported by HC's with intercept and LF's? I haven't done anything to test the anti SC without carriers hypothesis, but I also agree that with the appropriate balance of units, any spammed fleet can be countered. One key is that you can't have your engagement set at the gravity well settin

40 Replies 97,066 Views

Configurable pirates would be interesting. I wouldn't mind if they could have similar AI personalities to exisiting AI choices (easy, medium, hard, unfair) and whether they are tactical vs aggressive.

35 Replies 68,874 Views

So to sum it up, the only reason FLAK should be included is for those times when you build a starbase in a Star or non-colonizable wells? hmm... Interesting. Now don't get me wrong I still think the weapons range on SB should be expanded so that it covers more of the well, but that is another story for another time.

73 Replies 142,372 Views

Thanks for the clarificaiton Annatar, I remember that you can do it, but have never tried since I have always been preoccupied with the unwelcoming party. I can understand your frustration Dorian and I agree that SB's can be pestered by strike craft and I have had it happen to me. In learning from my misfortune, I no longer keep the immobile SB's away from the planet. I stick it in the middle my defense turrets and hangar bays. I always have a PJI in m

73 Replies 142,372 Views

In playing for several hours the past weekend (albeit the crazy scientist mod), I think the starbases are pretty much perfect. Starbases were never meant to be the be all end all (don't need another defensive structure in the well) platform. They were meant to make fleets think twice before engaging a planet and make it extemely difficult if you do choose to engage. In playing I found that if I grouped my other defensive structures aro

73 Replies 142,372 Views

Dark Shimmer/Major Stress, MAJOR congrats (no pun intended) on this latest patch/beta! I am glad you have found a work around for the cloak. I have been following (in a non creepy way, I hope) the threads/posts regarding this mod. I am a trekkie (just not the Spock ear, convention going type) and have been keeping my eye on this mod! I haven't tried to tak

1,754 Replies 4,118,818 Views

Soverign22, I don't think attila means get rid of the universe at war, just delay the war until we have a fighting chance in hell to survive. If we take it that when we start a new game we are esstentially starting a new universe. how can all these other "civs" have these massive armies? It would make sense that they would be trying to establish an economy and infrastructure on their on planets and not waging war immediately. &

164 Replies 387,322 Views

I love this mod and the work you all are doing. However, in each iteration I have tried something has made it impossible to actually play! In your current version the NPC players are ALWAYS attacking. I kill one group only for another larger better group to show up in my homeworld and destroy any ships or defenses. I can't even move to another gravity well to try and take another planet.

164 Replies 387,322 Views

In finally playing the Vasari I was dismayed to see that the cost for the dark/returning armada now has a substantial cost associated to it for each stabilizer per use. The cost for the research, time, and resources is prohibitive to make this something that I would want to stive to get if I know I am going to have to pay such an outrageous sum each time. Especially since you can probably make them quicker and cheaper (given the appropriate upgrades). Can anyone tell me

3 Replies 2,158 Views

Now if the modders can make the ships change then that is simply... [e digicons]:w00t:[/e] [e digicons]k6[/e] [e digicons]:dur:[/e] It would also be interesting to see if you could add unlockable defenses for other buildings for simple defense (i.e. give the trade ports autocannons with 5 damage)!! Even more defense and entrenchment. "say hello to my little friend..."

88 Replies 201,444 Views

Bobucles, I think you have a great idea with the upgrade path and the OP with the use of the cap ship slots. You could technically use the same strategy for Sole Soul's economic starbase as well. The TEC SB already allows for it to become a trade port. What I think should happen is that the intial starbase should be able to only allow 4 upgrades (one hull point, one weapon, one trade, and one defense) which would keep it as a small or medium (with all the upgrades)

55 Replies 114,743 Views

Mark, If you don't want to play with Starbases or Mines then you shouldn't be playing entrenchment. Why don't you just keep v1.12 installed in another directory?

3 Replies 1,138 Views

I was playing last night against a Vasari AI and when I went to attack his starbase it cast whatever ability (Haven't played as Vasari yet) that disables the passive regeneration on enemy ships. I think it is a great ability, but I think it is a little over powered. It seems that the effect lasts at least 3 minutes if not more. I had to keep sending my cap ships to a friendly planet which kept them out of the entire battle because they could not regene

11 Replies 3,863 Views

I can also confrim that if the "load mods on startup" is checked you will get the "black screen of death." Although you should be able to start your task manager and close Sins withouit having to reboot. I haven't had to remove, change, or add any files or folders to make entrenchment work. vista ultimate core 2 duo 2.4 2048 RAM nvidia 260

17 Replies 11,051 Views

I saw and played breifly with one of these at HP's headquarters last week. It was trippy man!! I had never seen anything like that before, but I would be cool for some other games (WiC anyone!!!). I could see the camera zoom, but unless you can change the sensitivity of the mouse scrolling it would be a pain to play any serious games with it. I just wish I could afford it and the Voodoo/Blackbird 002 systems they had setup at HP. I almost had to go visit the bathroom

7 Replies 5,960 Views

I will have to post the screenshot when I get home, but before I forget and I have a sec at work I wanted to post what happened. I was playing as the rook and had the archer/tower of light upgrades. I was battling a bunch of creeps and one hero, when all of a sudden the damage/heal/annoucement text froze on screen and would not disappear. This caused all the pop up diagloaf boxes to no longer appear. It is quite interesting. I haven

3 Replies 1,318 Views