Yes, the 3 pillagers should be surgically removed.
EBITAD
Two things: Have you researched travel between stars If you send your fleet to your local star first, then once your fleet arrives send it to the star you want to go to, certainly it doesn't take you all the way back to the wormhole?
That has been my problem with homming mines, the mines have a greater range than the scout and when start come after the scout the rest of the forces can not shoot it down in time. Dead scout. What odes work very well for mines is several lone scouts going into a mine field, then mannually targeting the exposed mines with strike craft, I can not see any advantage of including them in the same fleet as the scout. This appears to be how the ai hunts for mines. Unfortunat
I am experimenting with putting a scout in every fleet so any fleet can sweep mines. The nice thing about lrms is their range. Once a scout gets near the field the lrms can reach multiple mines. You still have to watch them though as they do not have much resilancy and can mosey off into the field. I think the problems I have had with this in the past you properly dianosed as having set the engagement ring improperly to grav well.
Annatar, this is the best explantion of fleet creation I have read so far. So how do you create mine clearing fleets? I thought Gardas would be good but they rarely have an opportunity to use all their banks. How about lrms or lfs on hold position with a scout ship as leader and tight formation? Would having a few mine sweeping fleets made up of about 5 or 6 ships work best? Thanks
When I started this post in 2008, it was for the SOASE at that time, which did not have any pillagers in the pirate grav well. Infact, I think the pirates only had corsairs but I am not positive. I checked in my current game of Agamennon's Bounty (sp?) and there is infact 3 pillagers, so when you colonize immediately destroy the planet. There are two explanations for this: They nerfed the NAP. It would not make any sense to defend your planet with
It would with the exception of the tactical structures. The pirate gauss cannons would fire on an attacker, or you if your ships entered the grav well but why would they? If you did this to an enemy world (Computer ai) the ai's tactical structures would not fire on the same ai, but should fire on a non allied ai/player.
Thanks, I did start using hold for jumping into grav wells with mines, but if I have the mine sweeping fleet leader the scout set on grav well, and other frigates in the mine sweeping fleet set on local, will the fleet follow the scout from mine to mine clearing the whole mine cluster, or will I need keep manually advancing them through the mine field?
When a fleet contains a scout that is set to auto mine sweep, the target priority of the fleet should be mines first. What I am experiencing is having to micro the mine sweeping fleet. If I use gardas, they want to run off after any new strike craft that is spawned instead of mine sweeping. If I use carriers with fighters, same behavior. I lost 40 lrms in one battle when they went chasing a trade ship that had entered the grav well on the otherside of a mine field.
Dang, this opened up alot of good information and discussion. Thanks. I like demobots fine but what I really wanted to do was keep my SB afloat. Wouldn't it make sense to have 1 or 2 Hoshikos in each fleet for fleet repair instead of a fleet of Hoshikos unless there was a concern about an abilty like the Marza missle swarm etc, that might damage a lot of the ships in the same fleet at the same time? Otherwise if the enemy is focus firing at one ship at a time one Hoshi
So I parked a fleet of 12 Hoshikos next to a Star Base in an asteriod field grav well. Since it was not colonizable and the game's main choke point I thought the SB would need some help. This really agitated the two ai races who sent wave after wave of fleets to take it out. Finally they combined their fleets and started doing some real damage to the SB. The Hoshiko's did not seem to jump to the SBs repair so I clicked on the fleet icon, then clicked on the repair abil
[quote]Screenshots would really help here [/quote] Annatar11, any suggestions as to how I could post a screen shot to the forum. [quote]Trade chains have been changed in Entrenchment, they no longer automatically go thru uncolonizeable gravity wells. [/quote] Asteriod fully colonized in this situation, with trade port and everything. Has anyone ever scuttled a trade port? It appears to have no effect on the per trade port credit. My guess is the tra
In my current game of Entrenchment, Gaian Crescent, the trade route ends when it goes through an asteroid grav well, eventhough the grav well is colonizable and has a trade port in it.
Ever since the Betas, trade routes have not been showing up correctly and this continues in Entrenchment. The question is, are they really working or is the display of the trade route just not working? I can only speak as tech, but when you hover the cursor over the credit cell on the screen the trade route is displayed as a white line following the phase lanes. It is supposed to show the longest unbroken trade route. However it just stops. There is in every ga
[quote]I think the idea of the cease fire for the mission is so that you can complete the mission (say on the opposite side of the other guy's empire) without losing diplomacy points b/c you have to fight your way across.[/quote] Yes you got it. The whole point is the cease fire. The idea of asking another empire to help you out by giving you some credits or undertaking a hazardous mission to attack one of your enemies, while attacking the empire you are requesting aid fro
When aspirations became ambitions, From this the angels fell. A very Sinful quote I think.[e digicons]:)[/e]
I hadn't thought of that, Sure, the current system could be used (Ironclad willing) where the impact of completing the mission sooner is better and not responding is the same as a no response. The duration of the cease fire would begin when the mission was formally accepted and would end when the time ran out on the mission timer and not when the mission was accomplished so as not to penalize someone for completing the mission early by causing the cease fire to prematurely end.
I would suggest a modification as to how missions are given and accepted. When a mission is offered by the ai, The player should be given a few seconds to accept. If he refuses he suffers a small hit to his relationship meter. If he accepts it an fails, a bigger hit to his relationship meter. If he succeeds a positive bump to the meter. Here is big difference. If the player accepts the mission
Thanks so much.[e digicons]:)[/e]
You may want to note that replay's have been fixed in Entrenchment. I do not know if this fix was carried over to SINS, but had I known replays was fixed in Entrenchment I wouldhave bought it sooner. That is big deal for me. It would appear alot of folks have enjoyed Cykur's recent replays on th flak frigate. I hope other expereinced players will take the opportunity to post replays aswell.
It is great to have replays working again. Cykur, do you typically build trade structures so early in the game on this small of a map, or did you just do it in this game because you thought you had the advantage in experience? I usually play TEC but wait until I have filled up all my ship slots after two upgrades before I start on trade structures. The ai appears to build them quite early to and I wonder if I am missing something key? Great game and I think y
Like McSpanky said, first lock the teams. Second, consider giving yourself an allie ai. Consider spending your credits more on ships than defense, use the credits to create a reponse fleet with a cap ship so it can gain experience by swatting the pirates. Consider a good 2X2 like Devil's Cauldron or Fire and Ice. Winning will beget winning.
2x2x2 Maelstrom. My ai allie has amassed a considerable fleet with the intention of teaming up with me for an all out on the enemy ai's home world. Unfortunately the world we are massing at used to belong to the enemy ai and was once in its trade lane. Every time a single trade ship enters the grav well every ship of the ai's breaks formation to give chase. Every carrier, 20+ discharges all its strike craft. 4 Cap ships, 20 Hosikos,
There was a previous post about not being able to play n line if you deleted sound files. This was in regards to some of the annoying voices. You may want to copy a sound file that you like and rename it "effect_coindrop.ogg". Remove the annoying file from the folder and replace with the pleasant sound file as an alternative.
Yes, Just try FFA with 6 hard AIs. Also try smaller maps which are IMO more difficult to beat the ai than larger maps as you do not get the opportunity to build up your economy unchallenged.