[quote]You can move up and down in Sins of a Solar Empire, the lack of knowing which leads me to believe you didn't even bother looking in the key bindings.[/quote] While I love the game, this is a pretty dumb fanboy response tbh. In homeworld there were real tactical advantages to moving your ships along the Z axis. Easiest example was jumping your vagyr Battlecruisers below a target to let them fire their missiles directly into the target while the enemy was still repositioning
Badloss
The Advent Halycon needs more love here. You get all the joys of carriers coupled with a suite of extremely powerful abilities. 2 halycons staggering their telekinetic push will render all strikecraft useless, and they will always have antimatter because their other two abilities are passive. the additional strikecraft upgrades make your squadrons very dangerous and then the effect is multiplied by the aura. I never leave home without at least 2 if not more.
Nobody else has run into this one yet?
I've noticed that the Vasari Desolator's deployable seige platforms will routinely autocast themselves out of range of the planet that they're supposed to be shooting at. Can they get fixed to have equal or greater range than the desolator itself so that when it stops to fire at the planet you dont have to manually move it closer before allowing it to cast siege platforms?
You forgot to tell us a few things. How powerful was his capital ship? How many ships did he have in total, and how many did you have in total? Your capital ships were weak, a level 10 radiance battleship would have no problem destroying your four ships on its own considering its massive armor and powerful abilities. If he had 300 Illuminators and you and your friend had a mixed fleet of about 100 ships... then you are going to lose. Illuminators are very good at sni
Halycon class Carriers are a must have for any advent fleet. It has two amazing passive abilities which mean it almost always has enough antimatter for both the really good telekinesis attack and its ultimate skill. Telekinesis destroys all their fighters so they have no defense against a swarm of bombers that has far more ships than usual AND does far more damage. It's also a very strong ship offensively with plenty of lasers mounted on it.
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. the whole point is for it to give you overwhelming amounts of ships... but your capitals shouldn't factor into this. It's much like warcraft III where your heroes didn't eat into your food costs. But I still think the easiest solution is just to let you scuttle as many ships at a time as you want. They let you do it in homeworld.... and it looked
I'm trapped in a game where I essentially have to scuttle my way to victory. why? because i stupidly let my flagship and 3 other capitals die in a brawl where i wiped out 3 AI fleets and 8 of their capitals. It was worth it... except for I forgot that my dark armada has my fleet counter at -298723598325 and I'll never be able to build more siege frigates or capitals, so now I'm finding it difficult to win. If cap ships need to count as fleet for balance purposes, then pleas
I guess i didn't really clarify about the jumping thing. I'm talking about the AI running when I give the ORDER to jump, before they initiate it. I know you can see incoming ships with the right research but not before they leave the gravity well, right?
the AI in this game is one of the best ever in terms of being actually fun to play... except for a few things. if the AI has no visual on my fleet, then why does it run as soon as I initiate phase jump to reinforce my planets? ...for that matter, why does the AI always run away, period? They're always on the brink of devastating my planets when they decide to cut and run. why do I never get to force AI players to give ME money for loyalty? why do the AI alway
Also, fighters/bombers are awesome... but what are they best at? I had no idea fighters were best against anything other than bombers until I saw they were good at beating siege too. what do you use fighters on other than those two?
I'm absolutely amazed by the depth of this game so far, but there are a few questions the manual didn't really clear up for me. Several structures in this game are clearly worth building and "good" but I'm still not even sure why or how they work. 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? Refineries- These gather resources from nearby systems' asteroids according to the manual.
One thing people seem to be forgetting for vasari are the phase stabilizers. these are so good that they're potentially game breaking and they're worth every bit of the 10 slots required for them... your entire fleet is always 1-2 jumps away and with the returning armada research you get an unending swarm of reinforcements constantly