Anyone have an idea of how this micro expansion will interface with Entrenchment? Currently we have two choices, vanilla Sins or Entrechment. Obviously this could become three choices with Diplomacy, but will you be able to play with Entrenchment and Diplomacy combined?
EBITAD
Of course most of the serious balance issues in this thread only occur in multiplayer, as the AI does not spam illuminators, does create carriers, and does not build flak in sufficient numbers to threaten a lot of strike craft. <span style="font
Destroying s Pirate Base will prevent future pirate raids from spawning from this base of course. As a new player did you know you can colonize the pirate world? 3.5 credits a second immediately if you do, regarless of allegiance.
I think it would spice up the game to have Characters you could find like admirals, scientists, diplomats, traders, etc. You could find them by exploring a planet and they could function like an achievement. Provide overall empire bonuses and such. Perhaps characters could become available to be found by unlocking achievements. The more achievements the larger the character pool grows. This would increase the usefulness of exploring on planets a
Against the ai, I use 10 to 12 Ogrovs and direct my bombers and LRF (if it is an Orkulus) at the sb after the nearby repair bays are gone. Sbs seem just as likely to target LRFs as Ogrovs. You can position your caps between the ogrovs and the sb, the sb is gone before it can inflict much damage to anything. Has anyone noticed if you postion mines at the missle cruiser's extreme range if will move closer to the sb to the clear patch? That's what it appears to be
I just lost a starbase to the ai last night. I was so impressed with the new ai. Playing entrechment, Double Cross, 4 Hard AI, FFA. I was TEC. I tend to stick star bases at choke points, allowing me to concentrate my fleet and stay on the offense as rarely was the ai able to do anything but suicide itself on starbases. The sb had 4 upgrades, 2 armor and 2 weapon and I had reached the third hull and armor upgrade in the military research. This time it came
A Vasari carrier can mitigate alot of the damage caused by an MB so that frigates will not be lost during the barrage. The ai does it all the time. If the mb doesn't actually destroy any ships, the marza will have been sitting still and taking a pounding for a long time. You can replace frigates a lot easier than having to re experience a cap ship to level 6.
I like both ideas, but especailly the abilty to "scuttle" SB slots. Why not make SBs even better?
[quote who="EadTaes" reply="22" id="2246788"]Ebitad I can't tell you for sure all fo the reasons why the mines stop. But I belive one of them is if the advent player has mines in the gravwell of a planet he owns and he loses control of that planet the mines shut down. How ever I can not comfirm it to be 100% accurate since I still ahve to run proper test on the issue as ofve yet. Trying combining flak and scouts. Build 10 scouts and 10 flaks. Place them in their own flee
Thanks for all the fixes, your continued support of your product post sale is deserved given how outstanding this game is. I look forward to the next modules. Like most palyers I play SP only so most of these issues regarding carriers etc do not seem to apply to me, but some of those who play MP seem very concerned. It is those who play MP that produce most of the good strategy on the forum. The only thing I would like to see fixed is Homing mines. I may be m
I have never seen this happen. Was there only this one ai race for the entire game? What map are you playing on?
oh, in that case never mine.[e digicons]:grin:[/e]
I would like an option to turn off just the voice overs. They are not very good to begin with and the same old things getting said over and over again is annoying, but I like the music. As an alternative I can play the cd of the music and turn the sound down, but then I miss out on the battle sounds. If this could be done I would even try the Vasari, who sound like angry lizards and the advent, which sound like angry women. I listen to way enough angry women, what
[quote who="Hack78" reply="2" id="2211296"]If you get the upgrade, the SB will stop you losing the planet. It can be bombed to 0 health, but you cannot lose it until the SB is blown up (Aux govt for TEC, can't remember the name for other races off the top of my head....) [/quote] Do you lose the planetary upgrades though? If you did I would use the SB slot on something else and just let my bombers and mines take care of the siege frigates.
I put mines around the back and side of my planet away from the defenses becasue that is where the siege frigates are going. Mines are unkind to them. I also place the trade port in front of my SB to attract the pirates which go strait for it or are chasing the trade ships going to it. Basically both ideas are taking advantage of the ai's behavior. I tuck my hangars and shield generator right behind my SB with two repair structures. It is rare the ai ever ama
Since you are Tec take in a lvl 6 Marza. No pirate ship, including their HCs can survive that. Just let the bulk of them get into range. If you wnat to leave the pirate fleet intact to guard your new money maker, you mus tnow take out their siege frigates. Bombers will work against the siege frigates. The base will provide 3.5 credits a second without any efforts on your part. [quote who="Theory5" reply="2" id="2209393"]Darn, I tried to follow s
Try selcting his colonizing frigate and order it to defend the planet you want him to colonize. Assuming his colonizing frigate is set to auto colonize, he should be unable not to to colonize the world, assuming he accepts. I had a similar problem recently where I asked my ai allie to move his fleet to the near bye star. There were no enemy there but I thought he could at least serve as a distraction. The ai responded that the area I had requested him to go to was "u
Here is a recent post with a replay or two. There is another post somewhere with a lot of replays. I downloaded some but could not relocate it. Remember to make sure the replay is in the same version as you are currently playing. Good Luck. https://forums.sinsofasolarempire.com/347599
[quote who="godoggo" reply="7" id="2197236"] When all of the mines activated that first time, the scout was probably either on auto-explore or doing a manual move, both of which ignore mines (or so it seems based on experience). But the second time, they stayed out of the range and took them out. [/quote] That makes perfect sense and is likely the answer. I soemtimes forget to turn off everything from autocasting except mine clearing. You would think mine clearing wo
The ai had placed over 70 homming mines in an empty but well traveled grav well. As my scouts travelled through the grav well the homming mines tracked them down and destroyed them. A few minutes later my fleet shows up with some new scouts and procede to eliminate the mine field with strike craft, lrms, and ogrovs. The mines never budge. Just like any other mine field. Is the mine's ability to detect the scout less than the scout's ability to detect
It worked for me, I just now printed the Keycard and burned the mp3 to a cd to listen to in the car. Thanks again Annatar11.
Agreed, the pirates provide much needed xp. The expensive civic upgrades you were refering to were the military labs you need to get the cannons and the cannons are the big investment. I thought you were refering to civic upgrades to the pirate base. If you used a NAP strategy, it would be late game after you have the xp you needed. I do use the Novalith cannons against the ai if they are still around in a large or medium map. The idea is to ta
[quote]And even if you colonize the thing, you would have to make expensive civic upgrades...[/quote] RS-fx, what civic upgrades are you referring to? The planet naturally produces 3.5 credits a second. This planet is second only to your home world. Assuming you have other uses for the Akkan and Novalith Cannons [e digicons]:)[/e] , there would not be any investment to make to recieve this revenue stream. The point is if you leave the gauss cannons int
IMHO the best thing to do with pirates is to but a starbase at their choke point and park a cap ship beside. No pirate raid can survive an upgraded sb, and all the xp goes to your cap. Your caps will level up in no time. Then when you have all the cap ships you want expereinced, then colonize the base as it is an extremely profitable rock to have.
See reply #34 above.