[quote]But my main question is: what is actually wrong with the idea of a percentage fleet cap?[/quote] Fleet caps are another level of artificial limition set on strategies. More variety is better then less right? (Heck, there are some people who don't even want the current total ship fleet caps in the game. Why would they want more limitations?) Another example: Let us say I hate rushing, so I think there should be a game wide "Armistice" enforced by the game for an hour, whe
Aspartic
[quote]great advice what about three or more computers? can a LAN game be done without additional KEYS. I am hoping so since it does not copy protection.[/quote] Nope you will need additional keys. Tell those bums that want to play to buy the game. ;p
You could assign them into actual fleets using the fleet command in the lower right. Just be aware that when in fleets ships have a few different ways of acting compared to when you just select a large number and give them the same order. You could also hotkey groups together.
[quote]All ship spammers are n00bs, they spam because they know that they will not win any other way. Often, it is easy to make a ship spammer stop spamming simply by telling them that they suck and won't amount to anything.[/quote] Or maybe they do not believe they need a more complex strategy to beat people. Personal attacks are what will not amount to anything (unless your goal is to look like a jerk). People play different ways; one way is not better then another. There is
Did you install any mods?
[quote]It's overpowered Either you're able to successfully scout and disrupt his imperial labs/phase stabilizers in ~45 minutes or you lose because he has entire fleets showing up absolutely free of cost It's only effective on medium-large maps with allies protecting the vasari, but that does NOT make it balanced[/quote] I agree. While beating a player with Returning Armada can be done, your effort far outweights the Vasari's and your chances can be pretty small depend
If all Advent ships (inc. capital ships) are doing this to you, then you have some kind of game error issue. If the problem is with Disciples, they need to use the drain anti-matter ability to get any. All other anti-matter using units should regen normally.
The only issue I have with the current system is my bad luck with sniping bounties on people at the last second. :LOL: My 2v2 strategy for pirates: If they bid take it up to 750 - never spend more unless they seem to be out of money already. Make sure you can afford defense structures. If you lose: quickly invest in some turrets to defend your pirate target world (this gets easier once you know where they are going). The only time bidding wars are worth while is w
[quote]Too often I see a teammate quits after losing the 1st cap, then another teammate quits right after b/c the first one did. I would like to be able to tag notes to these players after they quit, and avoid playing with them in the future.[/quote] I totally agree. Ironclad-Craig suggested using friends only games, but that just is not a practical solution (he also did say there are improvements coming, so I am not putting him down or anything). I have ~10 good players on my friends l
I do not believe there is an issue with capital ships power vs. frigites. Could you perhaps explain why you believe there is one?
It will be under the Fleet tab of the reseach menu, above the fleet logistics line.
Thanks for the replies. Frogboy, is there any chance of getting a game option to declair victory if there are no human opponents left on the opposing team? We play multiplayer to fight people not the AI. (Not to say that AI replacement wont be a good thing for when there are still people left.) Any news about the possibility of adding an option to reconnect to games in progress?
People who quit after the first set back? I play mostly locked team 2v2 or 3v3; usually we have game names like "2v2 intermediate" or "3v3 not noobs". It generally takes anywhere between 30 and 90 minutes in these games for the first real action to take place. Then as soon as someone loses a cap or a colony they just quit. Not only does this basically end the game, but they don't get a loss. To compound it, most of them do it on purpose. After we discovered that we had to kill
I have noticed the same issue. Rarely, when my team mate uses this ability, my Halcyon auto targets and hits them a couple times, but I cannot tell any of my other units to hit the stunned ship, nor can he.
Returning Armada should be at least limited to ships you can build. Being able to pull down Enforcers for free with no military tech is crazy. I seem to remember that the official reasoning behind the siege nerf was that the counter took way more then the original strategy. Isn't it the same in this case? Unlimited free ships is a bit much, even for an "end game" tech.
I have the downloaded version of Sins on a XP machine, and I do not have the sub folders inside of the "RecordedGames" folder. When I save replays they are not showing up there (but are watchable). Downloaded files placed in the "RecordedGames" folder do not show up in the game to be watched. I do have show hidden files on. Should I make the sub folders inside of the "RecordedGames" myself?
Further down the tech try from trade depots, there is an ability to switch your depots back and forth from trade to refineries.
[quote]It's not racial balance when the arrival of one piece of technology completely changes the gameplay. That's called bad balancing. The two big contenders are Returning Armada and the Novalith. When either of these are fielded the gameplay changes drastically for the worse. Things like planet development, culture, research, and combined arms are completely thrown out the window. Returning armada with multiple phase stabilizers will completely fill a completely researched
I play mostly 2v2 or 3v3 locked team games. Generally, they run between 1.5 and 3.5 hours for us. This is against people not comps.
[quote]A good gamespot rating? How much did that cost? [/quote] Did that help fill the void that is your life? Congraduations IC for making such a wonderful game, and getting the attention you deserve.
I assume you mean to increase your fleet cap. Go to your research screen and their should be a tab/button for Fleet logistics. Military Empire Artifact Fleet <-----
I think once IC gets their replay database up and running we will see a lot more diversification of strategy. Right now many games are random groups of people, many of which have little to no game experience. A few strategy notes: (Note, I generally play 2v2 or 3v3 locked games) Scout throughout the game. I would say at least 1/3 of the games I have played are over before the giant ship blob our enemy is building launches, because we have been watching them and build up
TEC - Colony Ship Vasari - Scout ship Advent - Missionary Vessle (colony ship)
Pirates need to double check their target on system arrivial. Last game a planet changed hands while they were in route and they killed the new owner instead of moving on to the next system containing the proper target.
Seems we need a lot of things added or clearified in the manual, and an in-game reminder to read the dang thing. On the other hand then I wont get to laugh at all the culture is worthless chat....hmmm.