yah me too... grumble grumble grumble, fix fix fix... pleeeeaaaase. :) It's unfortunate, because there are surprisingly few visible bugs that really affect the game. (stability issues are a different matter) There's this and the fact that occasionally ships will insist on returnign to the planet they were built at (not sure what the conditions are for this, but I know they're documented). Fix these two, and at least my experience (which is relatively free of stabil
mehoo462
okay, i put it on the wiki, attributed to you :) https://www.sinsofasolarempire.wikia.com/wiki/Shield_Mitigation
Annatar, I think I remember that post. (back from when I was just lurking) I don't know if it was an official acknowledgement as much as a "really, it should be working? I'll have to check on that." The fact that there's been 2 or 3 patches since then with no mention of it makes me wonder if it really is working as they intended it, we just have no idea how to use it ourselves. It wouldn't be the first time a feature seemed broken or missing, but it was really just user er
bleh... clamor clamor clamor, fix fix fix. please please please :)
if you posted a replay of the thing we would be better able to help you. :)
anybody have any ideas here?
Hi All, Does anybody know if selecting a bunch of units and right clicking a stack of 10 enemies in the empire tree will cue up orders to shoot down all ten units? Or will it just shoot down the one unit on the "top" of the stack then return to default operations? My experience is the latter, which is really unfortunate and makes overriding the default attack behaviors a severe pain. But perhaps somebody knows a solution or work around for this. I'm thinking specifically
Just thought I'de ressurrect this to see if anybody has any fresh ideas. It seems to be less of an issue in recent games because somebody is always ahead in something. For example, he went LRMs so I went carriers, then he went flaks, but since I had a headstart on him, I was able to kill most of the LRMs before he got critical mass of flaks. By the time he did, the LRMs weren't a threat anymore. So the pacing, tempo, economy, and many many other factors seem much more importa
homefleet you should add this to the Wikia Wiki that you just referred us to! :) If you don't i will. (attributed to you of course) :)
it depends on how your fleets are grouped. If you create a fleet with LRMs and support cruisers/flaks... your LRMs will move into position to attack the target you click on and the support cruisers/flaks will stay close by. If they are not in a fleet however your units may scatter all about. Your flaks may chase fighters and bombers all over the grav well unless they are in a fleet. They they will stay close to that fleet and provide defense cover. Turning off auto-a
sounds like he might be beating you in other ways as well. You should look into how your economy compares with his. Flaks do okay against Illuminators... if he's got JUST illuminators and you're feeling gutsy you might trying swarming scouts... but you will need at least twice as many scouts than he has illiminators for this to be effective.
Hi, there are threads with some good information about culture here: [link="https://forums.sinsofasolarempire.com/310771"]WWW Link[/link] and here: [link="https://forums.sinsofasolarempire.com/310834"]WWW Link[/link] It's unfortunate that the forum search stinks and that there's no consolidated WIKI to post this stuff, otherwise you would've been able to find all this information yourself. Asking again, this stuff should probably be posted o
but if you want you carriers to stay away, why not just put them ina seperate fleet?
but will the Mothership autocast the ability wasting precious antimatter and cooldown time if there's no XP "sent" to it?
^damn, can't edit. That should be: It won't just LIE there like my ex-girlfriend.
the AI can and will surrender when it decides it's had enough. I usually find this happens much later than i'de like. Interesting that it's happening sooner to you. You must really be getting ahead of them before coming with the stompy stompy. I'm sure if you just hit Keep Playing after it gives up you can keep batting it around like a cat with an injured mouse. And i think it will keep trying to fight, it won't just like there like my ex-girlfriend.
Some good advice here. I think the two most improtant suggestions are planetary defense (need lots of it at your critical planets) and fleet composition. Bombers have brutal damage output, even if they are penalized against everythign but heavy cruisers. And the only thing that can take them down effectively is fighters. So make sure you've got lots of hangar bays around. They will be your mainstay static defense (supported by repair bays and other secondary structures). Tu
anybody even use this feature?
the point about logistics slots of X available is a good point that has been suggested before. Not implemented yet. There may be a way to mod the infocards to do this, but that's not really my scene. Although I found this feature less necessary after I played the game a bit more. (there's really no point in micromanaging your logistics like this too much) It sounds like you've got the fleet thing down. It was a little wierd for me at first too. But when you recreate the fleet (wit
i suppose, but something like "Armor 4/8" or "Sheilds 0/8" or just some indicator of whether or not lots of money has been dumped into improving those ships would be pretty helpful. A lot of these upgrades max out at 40+ percent... so it'de be good to know if this investment has been made so i don't accidentally get creamed by a smaller fleet. I mean i don't need to see EVERY upgrade, whether or not none, some, or many upgrades have been made. And lots of games do tell you t
Is there a way to determine how many ship upgrades an enemy has invested in? For example, if I have 60 LRMs and he has 50 LRMs... i'de like a way to know if h'es upgrade hull, shields, and regen 6 times each before I engage. Is this possible to determine? If not, may I make a feature request... :)
Title says it all, Certain Utility cruiser buffs have a kind of short casting range, so I can see the point of tight cohesion when you want to use those guys... but then why not just set tight cohesion as the default? Under what circumstances do you use tight, normal, and loose fleet cohesion?
yah, but i actually think it balances pretty well this way. That ability is pretty heavy duty.
(Can't edit again, jeez) in which case it's save to say you just pretty much ALWAYS want to disable auto-attack on your cobalts once you've got Sabotage Reactor, (if you're shooting utility cruisers) because their damage output is phenomally better when they are casting that spell.
I just double checked a couple of things... Units can indeed cast at a target other than the one they're shooting so long as they don't have to turn towards it (Cobalts). So Skirmishers and Disciples will do just fine casting whether they are on auto-attack or not. The only one you want to bother with disabling auto attack on is Cobalts. And remember to watch the ranges on your Utility cruisers to know if they are close enough to be using the spell youw ant them to. If you h