EBITAD

EBITAD

Joined Member # 2884985
28 Posts 197 Replies 9,500 Reputation

[/quote] Interesting - I don't build light carriers at all. You seem to rely heavily on them. [/quote] IMO they make the best attack fleets. The carrier's bombers go after the enemy hangars first, then gauss cannons, which can not shoot back at them. You also don't have to worry about them getting close to the gauss cannons. Matched with a large number of cheap Gardas to knock out the enemy bombers and fighters they can quickly mop up the planetary structures so you can quickly move

11 Replies 25,052 Views

So I was minding my own business, rapidly expanding in the Fire and Ice scenario. The AI was on hard and I had just taken one of the 3 AI's home world, leaving them with just a asteriod. I found an ice planet one jump from my home world and was feeling pretty good. Then the two remaining ai attacked me with significant fleets at the opposite ends of my 10 planet empire. By the time I had driven one off and had fortified my position to the south, I was down to 4 planets. The ai to

11 Replies 25,052 Views

especially if you use autocast. No, you just don't set it to autocast. I'm sorry, but you can't just say "OK, this magnetic field isn't going to effect friendly units!" You could equip your fighters to trigger a magnetic field of their own, but that would only result in them being thrust away from the ship at a great, and probably deadly, velocity. RL, I can not debate magnetism wi

17 Replies 21,952 Views

That sounds more like it works "as intended" but not as wanted And seems perfectly reasonable, even if it does render one power "useless" for carrier powers. You may be right, if so, I think it should be changed. Your fighters should be immune from this effect, especially if you use autoc

17 Replies 21,952 Views

Does this special ability work now? Previously in the forums it was mentioned that this special ability affected both the enemy and the players fighter craft! I use a lot of bombers so I stopped building the Dunnov after that in favor of other cap ships with less questionable abilities.

17 Replies 21,952 Views

Perhaps an option for easy, medium, or hard pirates would make everyone a little happier just like you have with the AI. I don't believe making the pirates more difficult will offset the problems with the AI competiveness. If pirates were like they were in Beta 2 I would hope the option to turn them off would be added back in. I just could never get over the huge fleets comming from no where, it just wasn't believeable they could produce or procure such fleets which were in excess o

44 Replies 12,786 Views

IMHO I think this thread should move on to asteroids. If you dealt with the pirates in Beta 2, by comparison the pirate expereince is pretty good now. Pirates without bases and with massive fleets were a big distraction to the game in Beta 2. The game is about Solar Empires, not pirates and they should be something fun, but not what the game revolves around. Even with a cap ship, you would still crush them in the mid to late game so I don't see where giving them a cap ship would do

44 Replies 12,786 Views

I try to keep 3 Krosovs in my fleet to eliminate the enemy planet as quickly as possible, before the ai mounts a counter attack. They are also good at distracting the ai including their fighters and bombers as they appear to be the prioritized target. By destroying the ai planet quickly, this frees up the rest of my fleet to deal with planetary structures. Their cost makes them easy to replace. It may be good if they were more effective against structures, if this did not negatively

11 Replies 16,934 Views

In the ideal situation you would have 2 primary choices with your fighters: -Attack enemy fighters -Ignore enemy fighters and attack enemy bombers Once the enemy fighters and bombers are gone, I would like them to attack enemy carriers then enemy hangars inorder to maintain air superiority. Finally attack enemy ships in which they appear to be less effective than bombers as they should be. They seem to be really attracted to trade ships, which is really di

8 Replies 5,510 Views

I think the Pirates are just right the way they are. They are vastly improved over Beta 2. It would be great for new players to have teh option of turning them off since there is so much for the new player to get used to anyway, then add the pirates back in after you have a handle of the basic game seems reasonable. Would want to miss out on the pirate booty though.

33 Replies 38,118 Views

I was very active in Moo3 until the Sins Beta became available. It is taking me about 5 hours to conquer the 3 system game which includes probably 8 planets per system. You will be able to create a lot of systems, some on this forum have mentioned 100 worlds in a system. It is smaller scale than Moo3. With certain game play limits in the game it is not ending up like Moo3 where I never looked forward to the last 1/3rd of the game. Once you become so powerful in Moo3 it was impossible for th

11 Replies 24,649 Views

Yes, and I emailed it last night. I reloaded my previous autosave and the game was back up and running so this was not nearly a big deal like in the patched Beta 2 where the saved files were corrupted. Once I reloaded the game the game played for hours with out a repeat of the crash. I only had to back track 15 minutes. Should I have zipped the minidump file for you folks? I can resend it. Thanks.

11 Replies 2,847 Views

Yes, and I emailed it last night. I reloaded my previous autosave and the game was back up and running so this was not nearly a big deal like in the patched Beta 2 where the saved files were corrupted. Once I reloaded the game the game played for hours with out a repeat of the crash. I only had to back track 15 minutes. Should I have zipped the minidump file for you folks? I can resend it. Thanks.

11 Replies 2,847 Views

Plundered Booooty, yea that's what I'm talking about. 3.5 coins per second, making the pirate world second only to my home world for revenue! Thanks, that's a big improvement, makes the hunters the hunted. Turns a frown upside down.

20 Replies 37,277 Views

The game finally crashed just as an ai capital ship was preparing to leave the gravity well. Worked great up until then. Reminds me of Beta 2 but without the saved game corruption.

11 Replies 2,847 Views

It went in here in my computer. C\Documents and Settings\User Name\Application Data\Ironclad Games\Sins of a Solar Empire\RecordedGame

39 Replies 34,771 Views

Lamb, I used the unistall in Stardock and it uninstalled the current Beta2. Try the unistall of the Beta3 and I bet it will unistall any Beta version you have. Then reinstall. That's waht I did and beta 2 unistalled and Beta 3 installed fine almost 2 hours into my first game. Good Luck

39 Replies 14,305 Views

To destroy them without zooming in, you can select them on the empire tree and click the scuttle button. This also keeps them consistant with how all other 'built' items are destroyed (frigates, capitalships etc). I did not know that That will be handy when beta 3 comes out.

21 Replies 7,924 Views

If it works for you i would stick with it. The purpose of the Garda Flak is to shoot down enemy fighers and bombers and they can be positioned to stay with your battered cap ship with the game's current mechanics. If fighters naturally sought out and attacked bombers, they would not be across the grav well attacking a research station and instead would be preventing the bombers from attcking the Kol by shooting them down on sight. I think as long as fighters were programed to go aft

14 Replies 9,517 Views