BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

I'd rather have the current Sins graphics and be able to play the game on a rather-less-than ninja PC than have uber graphics but not be able to play the game without buying a new machine. ;) I think limiting the graphics to something reasonable was a smart move by Stardock/Ironclad - it widens the potential playerbase significantly.

41 Replies 76,062 Views

[quote] im having a hard time figuring out how exactly or what exactly needs to be researched or, and done to add more squadron capability for cap ships how do you take it from none to like 2 squadrons capable for the battleships for example? [/quote] You don't need to research anything, you need to level up the Cap ship. Different Caps gain new squadrons at different rates - the Carrier Ca

6 Replies 17,292 Views

[quote] Great sheet. To make it easier to access, as well as to make it easier to print for people. I turned it into a .jpg and uploaded it on my site. Zyrxil's Damage Reference Chart [/quote] Erm, I think Bombers have Light armour, not Very Light.

109 Replies 382,437 Views

[quote] I disagree. Exceeding fleet cap is one of the strengths of dark armada and one of the reasons why you have to spend a fortune to get it. [/quote] Erm, how do you get it to exceed fleet cap? Every game I've played as Vasari, it'll only summon new ships if you have fleet capacity. Sometimes it'll go into a small negative number (say you have 2 capacity left and it summons a ship worth 4, you'll go to -2), but then it won't summon any more ships

11 Replies 12,859 Views

[quote] I just realized today after testing out a 10ffa map that players who lose their planets are eliminated and there is no reliance on ships. [/quote] That's how it works in single player. I'd have been very surprised if it was different in multiplayer.

33 Replies 26,689 Views

[quote] So I assume then that selecting a group of ships and pressing Ctrl-1 is different then using the tactical menu and making a fleet? I hope there is a way to change Ctrl-1 to make fleet instead of assign control group. I thought Ctrl-number was a RTS standard to make fleets/groups of units that work together. [/quote] You can use F, F to create a fleet from a selected group of ships. You can also assign a control group number to a fleet by s

8 Replies 5,875 Views

[quote] It isn't hard to understand at all. It means that the ship itself sucks in combat. If you choose to only look at small part of information from a whole, it will often be confusing. [/quote] Not quite. It means that the ship doesn't have any significant damage bonuses against a specific armour type. It doesn't necessarily mean that the ship is weak in combat.

6 Replies 6,095 Views

It's bad luck. In my current game I discovered 2 artifacts in the first 5 worlds I grabbed, and have now uncovered three or four 'planet bonuses' on worlds I've captured since. That's the thing with randomness - it's kinda random. ;)

23 Replies 14,640 Views

[quote] Kols do more autocannon damage on the left and back than the front or right side. A few other ships seem slightly lopsided. The colony ship is all lasers on the right and all autocannons on the left. The other race's battleships seem to be more symmetrical. [/quote] Most of the TEC Capital ships are refitted civilian vessels - hence the slightly uneven weapon placement.

64 Replies 52,633 Views

[quote] Trade hubs- I know these give me more money, but how? how do i know how much im getting? Is it worth building a hub at every world? [/quote] Each Trade platform earns a base amount of credits, plus a bonus for the longest trade route you have. You can see how much you're earning by mousing over your credit display on the top right of the screen. This will also highlight your longest route on the main map in white. Every Trade platform earns the same a

11 Replies 8,555 Views

[quote] Hmm it seems like Interceptors are closer to bombers in effectiveness than I thought - still don't see a big reason to build them as a TEC player. [/quote] Look at it this way - Interceptors do 4 times as much damage against Bombers, LRM Frigates and Siege Frigates as Bombers do. ;)

64 Replies 52,633 Views

[quote] originally the game was going to use real orbital mechanics... it was dropped. [/quote] I'm not really surprised - the maths alone would be a nightmare. The thing about Newtonian mechanics is that, while there are always people who think they'd be a great idea, they're generally a complete pain in the unmentionables when it comes to gameplay. Trying to calculate orbital mechanics, escape velocities and intercepts is hard enough for profe

12 Replies 21,637 Views

If you put the picket ships into a fleet of their own, you can set an engagement range for the fleet - local area will stop them moving too far from their position, while hold position will stop them from moving at all (this can be very dangerous against opponents who have a longer range, though). Also, making them into a fleet should stop them being 'picked up' by other fleets moving through the system, I believe.

2 Replies 4,000 Views

My current start tends to go something like this: 1. Build a Capital Shipyard. 2. Build resource gatherers in home system (Crystal first, then Metal) 3. Set the first (free) Cap ship building (the one with Colonise) 4. Set 3 Scouts building. 5. As the Scouts are built, send them to the nearest worlds and set them on auto-explore. 6. If there is a colonisable asteroid nearby, send the Cap ship to it (asteroid planets are only defended by a couple of frigates). Once ca

10 Replies 6,241 Views

The AI isn't generally too hot in 1v1, especially on smaller maps. I'm afraid I tend to play with random Hard AI, so I couldn't say which of the AI 'flavours' is toughest. I suspect a lot will depend on your style of play, as well.

8 Replies 5,968 Views

As I understand it - and I could be wrong ;) - the longest route in your empire between two trade centres determines the base earnings of each trade centre you own. The 'longest route' is always based on the most direct route between any two trade centres. That's why sometimes it doesn't grow as you build new centres - depending on the layout of the phase lanes, building a new trade centre not result in a new 'longest direct route'. Being able to manually pick the route wouldn'

32 Replies 19,032 Views