[quote who="DoReiRei" reply="11" id="2092507"]Moral of the story, Dont hit the blinking red buttion if you dont know what it does, with your fleet all next to it... [/quote] HAHAHAHAHA! Brilliant. "Ooh... a big red button - what could this do?" *BOOM* "... I'll get my coat" Anyway, I've had another play around with safety override protocol during another 7v1 game (this one was way harder - I needed to split their fle
Arseface420
When I first started playing sins I assumed that there would be an alternative to planetary bombardment, and given the role of culture I assumed it would be that. I was surprised the first time I lost a planet to culture that it just went neutral. I had just assumed that it would simply flip to the race whose culture had overthrown the planet. I guess technically, with a culture 'kill', you don't drop any bombs, but given how difficult it is to take down a planet with culture it
[quote who="sawakaki" reply="1" id="2091111"]P.S. I think that story deserves some Karma [/quote] Thanks bud :D I guess the moral of the story is, from an attacking point of view, use capital ships and strike craft, or your anti-structure frigates. For some reason the strikecraft themselves also survived the blast, which was amusing and a little strange. Most of their carriers had died (since the AI wasn't smart enough to leave them out of range), but the remai
I like to place mine fairly close to the planet, at a location fairly close to where the enemy would go from their phase lane exit to the planet. If I'm defending the planet from more than one phase lane I will put it in between the two. For the most part, the AI will move to attack the starbase wherever it is (siege frigates aside of course). The benefit of putting it close to the planet is that you can use it to protect your structures. I try to put as much stuff behind by SB as pos
I used this for the first time today, and my God... the amount of damage it caused was just unreal! The ships which were destroyed and the ones that survived seemed to be a bit random though... about 25% of the ships in the blast radius survived, including some relatively light frigates. So, I'm wondering if anyone knows what determines survival against 'last resort'? Is there a maximum number of ships which can be affected? I was playing a 7v1 against the AI and was a
You have probably put the map in the wrong directory. Check this thread for more details: https://forums.sinsofasolarempire.com/342326
:) Nice guide, thanks.
I don't play as vasari, but certainly in the hands of the AI the Vasari are the strongest faction. I have played 3 large random maps, two single star one multi, where I put the 9 (hard) enemy AI into 3 teams of 3, pitting Vasari vs TEC vs Advent (and then me :)). In each case, within 3 or 4 game hours the Vasari have completely wiped out the TEC and advent forces, and have taken over the majority of the game territory (until I evict them of course :p).
Some interesting points in this thread. Still, as far as I can see the only really "unfair" (and I use that word loosely) difference between the races defences is the shield mitigation on the advent turrets. It really does make them a class above TEC / vasari turrets, and at similar cost and the same tactical supply (1 unit), they become overpowered. It would be good to see some uniformity between the races in this regard. Either all static defenses should recieve *some* shiel
Basically, having capital ships in orbit will repel enemy culture. The culture will dissipate more quickly if you have broadcast centres in the adjacent system(s), or if enemy broadcast centres are removed etc, but either way, leaving your capital ships in the grav well will eventually allow the planet to be colonised. It's not very realistic (why would an annihilated and unpopulated planet care about culture?), but it's a nice way of slowing down an advance into an enemy
[quote who="Darvin3" reply="11" id="2084856"]In my opinion, the only reason to ever get a Sova is embargo. If you want strike craft, get more light carriers. If you want missiles, get extra Javelis. Embargo is a priceless ability that can be used to drain a wealthy enemy world of cash, prevent it from building new units and structures while you fight, and earn you extra cash while you do it all. Sure, it won't help you win the battle, but in the long-run it will help y
Okay, added information about the TEC capships and LRM and their abilities :) Comments / debate welcome. Carbon, you make a good point about the akkan and LRMs. The extra range can really make a difference. The only thing is, if you're fighting a defensive battle in close quarters with fixed defenses then range doesn't always make any difference.
I know that most people on here are only really interested in online play, and fair enough. But me - I'm a sins comp-stomper. I play my fps games online, but with sins I prefer to play the AI and stack the odds against me. I like the challenge of beating back constant attack by an enemy with massive numerical superiority. "Never underestimate the power of stupid things in large numbers". Anyway, this is just a quick collection of tips for playing against the AI when heavily outnu
The AI seems much improved in general. Less likely to retreat, better judgement of force-strength - particularly when attacking a defended planet, and better co-operation with their AI allies. Oh, and siege frigates try to avoid your static defences now :) As for the superweapon question, I don't know as I never build them. The AI doesn't build them and so I consider owning one to be unfair in that regard. Also, I dislike 'superweapons' in general. Not quite sure why all strategy game
[quote who="Darvin3" reply="6" id="2077969"]Once you get the knack of rushing, you can have the AI effectively beaten by the 20 minute mark, then speed things up to x4 to finish things off, so a quick game against the AI will run you 30 minutes or so, not three hours. [/quote] It depends what you're doing. 1v1 against the AI is a pretty dull and predictable affair, even with an 'unfair' AI opponent. No, it's large scale battles where the AI comes into its own. Preferably
Yeah, I've had a couple of games where the AI surrendered before I would have liked. I kind of like the 'enemy fights to the bitter end' campaign - Berlin 1945 style :p It would be nice if there was an option to disable AI surrender, forcing you to actually clear out the remaining filth :D
For each planet with a trade port, the game calculates the shortest route to each other planet with a trade port, passing only through other systems which have a trade port (or systems which cannot support a trade port). The longest route between any two planets (passing only through other TP systems) is then saved as the trade route :) The reason for this, I think, is to encourage people to place trade ports on (almost) every planet they colonise, rather than just dumping loads of tr
I think losing all planets is a fair condition. It's very rare that you would lose all of your planets, and then still have the fleet and resources left to populate another planet - starting again almost from scratch. If the victory condition was as you suggest, winning players would have to scour the map to try and find that one last cap ship or colony frigate, which would further extend the already slightly drawn-out victory phase.
Personally I like things the way they are, with regards capital ships. Sure, some capitals are vulnerable to strike craft, but sins is all about balancing your offensive fleets. There are always plenty of anti strike-craft options around. Is it realistic not to have flak on capships? Probably not, but then really - who cares? :) That said, it would be nice to see flak on starbases. After all, they are supposed to be defensive strongholds. Perhaps gaining a couple of flak cannons&
Have to say, I really like the look of the Vasari starbase. You do have a point about the lasers though...
Against the CPU, TEC. Grab a few planets early, fill em with trade ports, get development mandate and pump out even more credits :) The kodiak heavy cruisers also dish out a rather large portion of ownage, in large groups.
SLI and Crossfire both have subtle performance issues, mainly stemming from irregular frame output (often called 'microstuttering'). The bottom line is that 40fps (say) on a dual-GPU setup does not appear as smooth as 40fps on a single GPU setup. This is quite aside from other compatability issues. I've had multi-GPU setups in the past, but no more for me. I also just went for a GTX280 now that the price has dropped significantly, but I certainly wouldn't recommend it to a value-conciou
The best price : performance card out there at the moment is the ATI radeon 4850. This card will eat sins alive, and also burn through any other high end game out there, at whatever resolution your monitor will support (with the possible exception of Crysis :p) ATI have really punished nvidia this generation, in terms of providing high end cards at affordable prices. This is good, since nvidia have been pretty much on top for the past 2 years!
Thanks, Aractain - very useful! I'll give this a go shortly :)
[quote]I see.. I was hoping it would make a more noticeable difference.Like in a factor of 1000, rather than 250. Is that setting moddable by the way? Without editing every single ship that is? Is it like a global % increase, if so, where?![/quote] Yeah, me too. I was hoping that large fleet sizes would be at least double the original size. 25% seems like a kind of token gesture :( But oh well. I always play with large fleet sizes anyway. I don't know of anywhere it ca