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AI's dont run anymore unless they are obviously outmatched in the same grav well. they're pretty good at judging this too, its entirely reasonable. they actually will fight you now, its extremely different than the cowardly AI of Sins 1.0. aggressive AI behavior actually makes them slightly reckless as well, they'll try to attack from multiple flanks at once even if it means losing alot of their attackers.

15 Replies 22,024 Views

EadTaes, your numbers seem useful for considering certain types of situations, such as the likely outcome of two players throwing the full force of their production and economy at each other. this is good to know as it comes up alot, however it is a model that is built around quantifying factors that are somewhat external to fight itself. your model is good at accounting for the economic efficiency of one ship vs. another. I mentioned the equal fl

145 Replies 339,628 Views

Vasari are not naturally inclined to turtle style gameplay. almost all of their distinguishing technologies and special abilities are related to mobility. Vasari naturally excel at hit and run, at getting to the battlefield first and setting up traps and ambushes ahead of time. its generally hard to match the economic performance of a TEC player as Vasari. your tradeports come out later and you have fewer ways of reducing your costs. you do have on really really good co

26 Replies 11,386 Views

if you want to learn how to win battles with good micro the first thing you need to learn how to do is mind your light frigs. if they charge into an enemy battleball they get gibbed by LRFs, period. you really just can't even start to kill their carriers with your Lights until you've taken out their LRFs with your fighters. this is really the reason why most players find it to be a good strategy to really stock up on fighters. they're the most important unit involved fo

21 Replies 12,847 Views

[quote who="EadTaes" reply="15" id="2118934"] Also did 40 LF vs 20 HC. The LFs were wiped out but toke out 50% of the HC and almost 1 more. This onyl shows that HC are more powerfull but that a balance fleet would be better. Since removing some LF and adding support crusers will probably change the battle around. [/quote] i'm assuming you were testing Kodiaks vs. Cobalts, since thats the only pair of Heavy/Light where

145 Replies 339,628 Views

...its not so much that people think carriers own LF. its more like alot of people know that a modest escort of LRFs is enough to almost completely immunize your carriers from harrassment by LFs. the situation is usually that the mixed fleet of carriers + lrfs tends to beat the mixed fleet of lights+flaks.

21 Replies 12,847 Views

Transcenia upgade has 2 levels, adds +15% max alliegance per upgrade. so yeah, can be up to 30%. this stacks with the normal +10% you can get from friendly culture. also stacks with the high tier research advent can do. its actually possible to have a 150% alliegance homeworld if you've got everything.

11 Replies 11,207 Views

ya for serious. and i mean, Sabotage Reactor/Interference/Drain Antimatter basically turns light frigs into a hard counter to repair cruisers so i don't even see the issue of Garda+Hoshi team. Lights counter both of those.

145 Replies 339,628 Views

well, there's the Dawn of War style of campaign which is sort of like a strategic board game involving capturing territory and running competing factions off the map. that might work for Sins. there's also the story driven campaign. the most famous of these are probably the Warcraft/Starcraft campaigns which are both story driven and extended tutorials so you take the good with the bad. i think the backstory of Sins is interesting enou

20 Replies 31,556 Views

Entrenchment is an add-on, it has everything that Vanilla Sins does and more. the only reason they left the vanilla startup option available is for backward compatability if you want to play multiplayer with a friend who has not yet expanded. what i recommend you do before jumping in to a vs. AI game or multiplayer is to play through the 4 tutorials. these are in-game scenarios (in fact they're the only scenarios in the whole game, there's no campaign) that will e

3 Replies 2,897 Views

the best attributes of Light Frigates are the following: 1) they are relatively cheap, require no initial research, and no crystal at all to build. 2) they are very fast and can quickly chase down enemy units. 3) they are extremely effective against support cruisers. they are effective defenders against siege frigates. they are the second best ships at destroying carriers (Heavy Cruisers are the best at this). the negat

21 Replies 12,847 Views

how long has this game been out? how much practice and experience do we have with this balance matrix? haven't we gotten used to this yet? lights counter flaks and carriers (the source of fighters) long range counters lights fighters (hosted on carriers) counter long range back to start, ad infinitum. maybe we should change his tag from Cpt. Siddy to Cpt. Obvious. congratulations on noticing that flak

145 Replies 339,628 Views

true, 2 is the most common number of resource rocks for Terran and Desert worlds. 3 occures pretty frequently as well though, this is the same case with colonizable asteroids. 2 is probably more common than 3 but 3 isn't rare. SageWon, thanks for catching the small error in my analysis. i think it was a typo or an arithmetic error. either way, not a big deal. what i'd really like to see for a Terran world is an analysis that plays out over t

31 Replies 27,117 Views
Reply to Gravity Mines in Strategy

they only work if you also consider that Vasari mine layers are mobile and can accompany your fleet. the idea is to set traps with them. go have the mine laying cruiser put down some gravity mines either directly on top of the enemy or in their retreat path. that way if they try to run away from you they get stunned and you finish them off easily. for just defensive purposes you're almost definitely better off with regular explosive mines.

23 Replies 8,116 Views

if you control that much more territory than your opponents then the orbital structures based income you receive (from trade ports and resource refineries) should be immensely bigger than what your opponents receive. you ought to be able to leverage that economic advantage to buy more fleet upgrades than your opponent and maintain a bigger fleet on a permanent basis. the fleet logistics system in the game is designed to require you to expand your civilian economy

15 Replies 22,024 Views

Jean, i'm pretty sure that fleet grouping behavior uses something similar to (or maybe literally is) a Linked List. thats the only way i can explain the highly accurate focus firing behavior that fleets exhibit. fleet head picks the targets and everyone else in fleet linked list grabs the target from the head. head changes targets, so does everyone else, etc. auto-casting AI gets complicated because it can't just exhibit that kind of simplistic behavior. the ones

30 Replies 57,495 Views

i have a simpler low-tech solution to this lack of internet home network. bypass all the trouble of buying and setting up a router and all that. just swap the boxes one time only so you can download the Sins update. i mean literally unhook your computer, bring it to the room with the internet cable in it. hook it back up, put the cable in the box, download the thing, and then move it back to its original location. i know thats crude and slop

22 Replies 41,315 Views

[quote who="Astax" reply="5" id="2117279"]By late game income form planetary population should be fraction of your overall income.[/quote] if by fraction you mean 1/2 or 2/5 then yeah its a fraction. a pretty large fraction. its pretty unusual for a player's income to be totally dominated by trade port income unless they're playing eco boom role in a multiplayer team game.

15 Replies 19,400 Views

the amount of credits in a trade boat depends on the route it was taking. its usually not a huge amount though, less than 100. those credits are not deducted from the player who lost them, they are only added to the player who makes the kill. what is deducted from the player who lost the ship is a portion of the income provided by the trade port the ship originated from. for example, if a trade port is hosting 5 ships (the number they host seems to be related to the len

9 Replies 22,334 Views

you can't open immediately on double caps. you have to build one lab building, then research a fleet logistics unless you do something nutty like scrap all your scouts and play blind for a while. then you have to research a cap crews upgrade. it takes several minutes and a bit of waiting for resources to get that 2nd cap out quick enough. i just tried this, by the way, rushing out a 2nd cap as soon as possible. got an Akkan as the first one and a Marza as the 2nd as soo

11 Replies 4,979 Views

in 1.0... siege frigates were much more durable and much less expensive. it was possible to rapidly build large masses of them (like 20) and go kill every planet in your opponent's empire before they could fight back. they have been massively nerfed since then. primarily their cost and fleet logistics have been increased a huge amount. Long Range frigates of all kinds were slightly cheaper and slightly faster. they had small changes made tha

22 Replies 41,315 Views

regarding military research priorities: you've got the right idea that 2 civic labs right away is important. its also very important to build 3 military labs relatively quickly. don't wait too long on this. the highest priority research to do is Repair Platform. its the single most important tactical structure in the game. a planet with a frigate factory and a repair platform in it is very difficult for an enemy to take with anything short o

9 Replies 8,486 Views

regarding pirates: first of all, they get annoying and i turn them off in most of my games, but feel free to leave them on if you like it. just be aware that playing with pirates enabled will in general slow down the pace of the game for all players. makes you play alot more defensively. second, try to be aware of the route pirates are likely to take from their base to your homeworld. it can be hard to predict in systems with more than 1 pirate ba

9 Replies 8,486 Views

here's a great tip that will greatly increase your performance when trying to expand rapidly using a Colonizer capital ship (like the Akkan). the militia's around the planets completely ignore buildings under construction if there's an armed ship also in the grav well. you should exploit this to your advantage by colonizing the planet with your Akkan before you've finished fighting the militia and then building Gauss Turrets and/or Repair Platforms while you're still fi

9 Replies 8,486 Views

i definitely use Dunov's differently than you do Astax. i consider EMP bomb to be the primary ability of that ship, and magnetize a good situational backup ability. i basically never get shield restore (unless i end up with a very high level Dunov, level 7+). the EMP is a high damage unlimited target AoE ability that wrecks shields. it can be one of the highest damaging abilities available to any ship at the beginning of combat, while ships

35 Replies 18,481 Views