[quote who="Caliant" reply="22" id="2472660"] Just an additional comment. You have no idea how Impulse may evolve.. and since the developing company hold the keys to your access to the game, it could very easily become like Steam in the future.... [/quote] Read the gamer's bill of rights again and you'll see that Stardock / Brad W. would not do that. Stardock has a long history of taking positions on design philosophy, DRM, etc. and sticking to it
Malekish
I'm working on taking out planets by building trade ports on systems directly opposite the planet. I'm hoping they'll crash into the planet and destroy it faster than my seige ships and not use crew points too! On topic, calling him out for what could be a coincidence is not very cool. Sure it looks suspicious but that doesn't mean anything.
[quote]yeah, they just made it disappear online..AI spamming siege frigs is why they do so ad. Even with unfair AI, they have no supply or resources to build things that would make a difference. -_-[/quote] Actually, the problem was although Siege were easy enough to kill, it took more effort to kill them than it did to build another wave. Personally I have no problem with reducing their survivablilty even more with added bombing capabilities. You can't expect them to come i
Correct, Pop Idol is currently bugged and will be fixed soon. Or maybe it was fixed in 1.03? Now I gotta go check to get that badge.
GC2's AI was much weaker when it launched, every patch improved it but yes, I agree there needs to be more victory possiblities than just military crushing. Give it time, GC2 was great when it launched and just got better every month, I'm sure the same with happen here.
"Aim higher Two or three planets isn't really enough to get a decent economy going" Depends on the size of the map he's playing. The smaller maps just don't let you get much of an economy rolling, it's more a rush. Anyhow, as Mopes said, play a game or three without pirates, once you're used to it it's much easier to control who they raid. Don't forget to buy the first level of infrastructure on any new planets, they'll cost you money until you improve it (desert and terran
No idea but it's quite long. When I use them I try to hit as many planets as possible to suppress overall, stacking on the same planet is of no benefit due to the cap in allegiance loss per second.
As Schod points out, foreknowledge is the first counter to any spam technique. After that air superiority can significantly swing the battle. Fighters (not bombers) can keep the air clear for only your air support, once any opposing bombers are gone you can concentrate on their LRMs. Use your CA against his Flak to keep as many of your fighters in the air as possible. As soon as you're able to limit his support his fleet will fall apart quickly.
You're missing one critical thing, new planets actual lose money when they're first colonized. Select the planet, click on the 'Planetary Upgrades' button and the first one increases planetary infrastructure. Until you upgrade that all new planets will cost you money. If you hover your mouse over the credits (or metal/crystal) you'll see a detailed breakdown of incomes. Once you have your planets generating income you can start concentrating on things like research facilities and tra
1 Yes (select them all by hitting alt+click) and when you activate the ability (either hotkey or mouse) they'll all go off 2. Yes 3. No (most abilities won't stack, if you're really curious check the data files and it should say if it stacks or not)
[quote]IMO a good RTS game is a mix of all of these approaches. It needs soft counters for flexibility, hard counters to make scouting and force composition more important, and hard unit caps to provide flavor in the form of hero or elite units.[/quote] I agree with most but quibble a bit with the hard cap part. Sins already has a "hard cap" for Caps, it requires research before you can build more ships. This makes it possible to have all-caps ship (was quite fun getting my 'Go big or
There are many, many threads discussion how to counter Ilum spam, we don't need another.
Locked alliances is ok for a short term fix but it's clear the AI still has some bugs to work out. I have full confidence that IC/SD are aware of it and fixing it. SD's past history of AI improvements and all.
Culture is, as noted, a subtle effect but that does not mean insignificant. It means very little on small maps where the game is over quickly but if you get on very large maps it has a tremendious impact, especially the economic swing (negative to opponents, positive to you/allies). As far as the AI, even GC2's AI was a bit weak when it came out, give them time to continue tweaking it, you'll have a hard fight on your hands soon.
You're not the only one. Asking for help with GFs on internet forums is bad. Asking _gaming_ internet forums for GF help is worse. (Of course, GF could of also stood for Gluten Free - for people allergic to wheat)
Static defense can never stop a dedicated attack force but it can slow it down long enough for defensive fleets to come to a rescue. But that isn't really about LRMs, is it? That's just general static defenses. Going by the original subject line and the original post, it asked if hangers are effective against LRMs. Thread 1,078,525+1 about fighters against LRMs.
Note: I only play vs computer, no PVP so my comments are on AI only. Radiance is a self-leveling beast. Grab the anti-matter burn and armor as you level up and clear all planets near you. By time you need to get Terrans cleared you should be level 4-5 and start grabbing agro, let your Disciples do damage while you are the center attention. I rarely need more cap-ship firepower than Radiance + Mothership together, I could play entire games using just those two (per fleet). A
There is exactly one million, seventy-eight thousand, five hundred twenty five threads discussing how fighters are effective against LRMs and Seige craft.
In Beta planets would flip over to your side, now they just go neutral. You cause it by having the cultural techs and nearby broadcast centers (or communications temple, whatever). You can view the culture spread by the color of your empire spreading down the jump lanes. With Advent they get some useful abilities including the ability to see enemy culture spread anywhere in the galaxy (not relevant in your example) but to also get information on any planet under their culture effects. <br
[quote]I didn't think culture actualy continued to spread.[/quote] Well, it does but there are practical limits. The distance that culture will spread is limited by several factors including population (both friendly / opposing), distance (each "hop" has a flat reduction), tech levels (both sides), opposing broadcast centers, number of cap ships in area, etc. In a simple example, 2 planets adjacent to each other and identical (population, tech, etc) the culture line wi
All races get a small buff while in their own culture area, Vasari get a small damage boost, Advent get a shield buff. I'm not sure what the TEC get. Edit: Hrm... I remember seeing a thread about it but can't find it ATM. Maybe it was earlier in beta... But here's a thread talking about it for Vasari / Advent https://forums.sinsofasolarempire.com/?forumid=404&aid=300494
[quote]As I understand it, the Advent converts a section of the population; [/quote] It is a large culture spread on that planet, for effect imagine that you just built a communication temple on that planet. This is extra handy because Advent get additional shield regeneration while under their cultural influence. It's not an "I win" weapon by any means, however it's also an economic attack as the target empire's income and resource production starts taking hits as their
I'm rather enjoying using Flaks as a counter, sure, they're weaker against the standard light frigate (75%) however they're tough as nails and I don't have to replace them very often. I don't play MP so my games are only vs AI but I'm starting to put 2-4 Flaks in every one of my fleets along with going 50/50 fighter bomber wings.
Max culture decrease is only 0.05 per second so stacking multiple deliverance at the same time won't benefit you (unless he has Caps there, then you would be overcoming their resistance). That's why I've started spreading out my deliverance shots over several planets, each of them dropping at the same rate is more efficient.
Fighters are far more effective against seige craft than bombers, if I'm suspecting seige raids I do 2 fighters, 1 bomber per hanger bay (assuming Advent) or sometimes I'll even go all 3 fighters. It's not uncommon for my planets to have 2 hangers, 5 fighters, 1 bomber or 7 fighters, 2 bombers for 3 hangers.