I miss ATi (:(
o0Yinhe0o
link doesn't work
--START-- I have noticed that each unit type automatically targets its "best target" in the same grav well/ area. This can get really REALLY annoying. The main example I am thinking of is if I want to counter an enemy's long range units (ie lrms) with anti-fighter units (ie defense vessels). If the enemy jumps in a fleet of 30 lrms, and i have 30 defense vessels, great. The defense vessels will target the LRMs. But if the enemy has even ONE SQUADRON of fight
[quote]I appreciate the fact that a discussion is going on here, but most of these points are either wrong or misleading. You guys are playing Sins vs a very limited (and very low-skill) group of public players. Before you announce your strats, you should test them vs the higher end players. I'm always happy to show you why your strat sucks. Cheers[/quote] HuntingX while I agree with your post (especially your points about italia's comments), I am somewhat confused as you basically
[quote]I'm pretty sure you can take a desert world with a lone lvl 1 radiant. I want to say I put the first point in detonate antimatter and the second in the shield/antimatter regen ability after the first few militia ships are dead.I think a big part of the reason your able to do it is the way militias are spread out, you can usually take out a couple cobalts or lrm's near your jump in point before the big slow kodiaks even get to your position.[/quote] laviking i tested this and ther
a type vs type command would also be very useful... so for example have all defense vessels target all lrms as priority, until all lrms are destroyed. This would ensure 'natural' spread fire (assuming they target the closest one to them), and would save from some unecessary micro. To do a type vs type attack (currently) it's necessary to manually queue attacks, which makes focus fire the likely result (since manual spread fire gets very difficult on a large scale)...
Often times once I find enemy planets, i like to continuously scout these to keep tabs on enemy development and disposition. Currently, in order to do this, I have to manually waypoint a scout to to loop through these planets. Ensuring the scout loops a good number of times takes a TEDIOUS amount of clicking. What would be fantabulously(<-- trademarked to me) awesome would be if i had a patrol command that would allow me to set the loop once, and then have the scout continu
[quote]I know you said you go with the colony capital, I used to do that too but switched to using radiant + colony frig. You mentioned trouble taking desert worlds early on, I'm pretty sure I've been taking desert worlds with only my radiant and sending my disciples to capture the astroid. As a bonus one desert world can push a new radiant to lvl 3 or 4 from clearing all the militia. I don't have to worry about leaving my cap at a planet to get enough antimatter to take it then, can just move t
[quote]I hate to say it, because I hate the things and find them inferior to the other heavy cruisers, but it looks like the way to win in such a case against a TEC player who continues to mass cobalts is to rush to Detra Crusaders after "neutralizing" the cobalts that the player currently has.[/quote] Odd, I find the Crusader superior to the other heavies, especially after a little research, and ESPECIALLY after ruthlessness is researched...
So yeah advent on a small map vs TEC is HARD. I think for most people that in and of itself is old news. Especially if you're only a couple jumps from the enemy successfully countering an LRM rush is very dicey. But, thanks to some excellent advice from Ragarth online, I've gotten to the point where not only do I feel comfortable countering a TEC rush, but even more have been able to RUSH TEC who were going to rush me. Now, like everything, there is a (in my opinion) serious trad
dude your chart rocks
i've noticed that carrier cruisers automatically stay at the edge of a grav well, not sure about carrier cap..
1) build all available HW mines 2) cap ship fact 3) queue colony cap 4) upgrade planet infrastructure 5) queue 3 scouts 6) start churning out light frigs
[quote]This doesn't work. I've tried it many times and found it to be navel-gazing theoryism.[/quote] sry not really related but what the hell is "navel-gazing theoryism." i might add that 2 of those aren't even, like, words...
For good general info about all units, structures, and abilities check out this: [link="http://www.gamefaqs.com/computer/doswin/file/935993/52015"]http://www.gamefaqs.com/computer/doswin/file/935993/52015[/link] This has some more in depth discussion of actual strategies, and has a very good section on Trade Port mechanics (and related strategies): [link="http://www.soasewiki.com/index.php/Main_Page"]http://www.soasewiki.com/index.php/Main_Page[/link] Compilation of all
[quote]You are right, I've played 1000s of games in RoN online. It was great...[/quote] I just remember it taking a very long time to get a game started online with RoN. It wasn't uncommon for it to take twenty minutes or longer before a game actually got started. As opposed to Sins where I'm usually PLAYING in around 5 minutes after finding and joining a game. But heh experiences will vary.
[quote]are you sure you didnt scuttle your homeworld by accident? I had some people do this...[/quote] Ok I figured out how to watch the replays (by the way are more robust playback options planned? You know, the typical Rewind, Pause... and maybe even a scrub bar, even at 8X time it still takes a while to get towards the end of a game?) yeah so looking at the replays it said my homeworlds were scuttled both times, but i do not understand how this happened,
I am using 1.03, but it happened during online matches. Are there replays of online matches, and if so how do I access them? Thanks!
Twice in one night I had my homeworld 'revolt' (i dont know what to call it) about beginning-mid game. There was NO culture on the board yet, 100% allegience, etc etc. I was playing as advent and I would just hear "The unity has gone silent on one of our planets." Turned out to be my home freakin planet. Twice. In. One. Night. Is this a bug? has this happened to anyone else? Is there any explanation how my homeworld can randomly 'revolt'?
I would daresay that micromanaging battles in Sins is something of a freaking art. knowing what to target when and with what def takes some trial and error, ghosting the forums, and more trial and error.... but once you get the hang of the counters, it's also important to have an easy way of ensuring your ships attack what they should when they should. The empire pane r0x for this. The empire pane, while needing some getting used to, is absolutely essential for micro-managing.
I noticed something very interesting in a game i just played. I set my ships to attack an enemy's radiance cap ship, and to my surprise as the cap ship jumped to retreat, my ships followed it! I could not explain this at first as i had not given a jump order, just an attack order, and in every other battle if th enemy ships retreat AI does NOT auto-follow. So why, then were my ships automatically jumping after the enemy cap ship? Watching a little closer i noticed at the
ah hell... turned out it was because my image was .gif, and it only accepts .jpg =P Would be nice if it gave me a clear error message explaining that, instead of just a generic "Server Error" page
[quote][quote]RoN was basically Age of Empires with more ages and the conquer-the-world mode on top. Which isn't to say it wasn't a great game (I was in the beta and liked it quite a bit), but considering it was largely just a standard RTS with a turn-based world map layer added on top to string the 'levels' together, I don't think RT4X would really fit there.[/quote]What 4X elements do you see Sins having that RoN lacked, out of curiosity, other than perhaps scale? I honestly can't think of any
i tried going to my account, upload icon, but i got a Bad Request page... and i can't find the official sins avatars
i also would like to mention that in addition to overall strategy, RoN had a fantastic tactical system. There were attack bonuses for 'flanking' enemy units. More damage done when attacking from the sides, and even more when attacking from the rear. In addition there were attack bonuses if attacking from higher terrain. Now don't get me wrong, cause i can feel the obvious 'well then why don't you just play RoN' hanging in the air. I really like Sins, it is a good game with definite