[quote]That's really odd, because there's such a long "cooldown" time on the recently wiped out planet to colonize it (high radiation). I wouldn't think the Novalith fired faster than that.[/quote] The issue isn't the rate of fire, it's the travel time. If a missile takes 10 minutes to travel to its intended target, that's plenty enough time for you to capture the colony. The rate of fire only determines how many hits you will take from a given cannon. [quote
Arseface420
I like virtually all the proposed changes. Should help things a lot. As a TEC player, the reduced development mandate will hit me hard, but I'll live :p I do agree that seige frigates have now become utterly useless. I agree with reducing their survivability and perhaps the cost, but further increasing the supply slot? I thought that 12 was excessive already. At 15, I can build only three seige frigates for the supply cost of a capital ship. Of course, the cap ship costs much more in fl
Yes, you can get duplicates - I've had them many times in huge random maps. No, the duplicates don't stack. You only get the one artifact. As for the "15% of planets or 15% chance from searching a given planet", these exactly are the same, when taken over an entire map. If 15% of planets have artifacts, you have a 15% chance of finding one in a random planet. And vice versa. For my money, artifacts and planetary bonuses simply aren't worth the expense to search for. I'
Volcanic and ice planets are 'relatively worthless' ?! In this game, resources are generally more of a limiting factor than credits. You can increase your credit-income, right up to the limit of your logistics capability, by placing trade-ports. However, each of the resource asteroids can only support a very limited number of refinaries. Because of this fact, the true limiting factor for an empire is the number and type of resource asteroids owned. Since volcanic and ice planet
I've got most of the achievements now. The ones I'm missing are pop idol (which is broken), and the six retarded ones [play through doing all military and no civilian research, and vice versa, for each faction - there's six long, pointless games I don't have the time for]. I was lucky enough to get space ponies on one of my first games, and I got archiologist on my last huge random map :)
vs AI, kodiac heavy cruisers beat all. There isn't much that 70 kodiacs can't kill. Against a human opponent who would use fighters effectively, of course, it would be suicide.
[quote]I just think that the difference between frigates and cruisers is not such that you require another class of ships. I think it would be hard to fit them in.[/quote] Agreed. If 'destroyers' were to fit in anywhere, it should be between cruisers and capital ships, IMO.
[quote]Actually i bulild first a colonize-cap-ship and second a battle-cap-ship... it takes around 20 min from start to get this... afterwards i group them and colonize the first planets with those.. (versus AI not MP)[/quote] You really shouldn't be waiting for 20minutes until you go off and your first capture planets. Build the captial ship facility immediately (I build it before I build the final 2 extractors at my homeworld), then get a cap ship out. With this cap ship you
[quote]I understand the devs wanted the game to be accessible to people running only one core but as someone who built a quad core system (without breaking the bank... they are relatively cheap now) I would like to be able to use more than 1/4 of my computer's processing capacity.You're a gamer? And you bought a quad core? You do realize that no games currently utilize or require four cores, and the only reason that anyone would ever buy one is if they frequently used applications that could, li
:| Hardcore! I'd love to play a map like this, but the fleet cap starts to be a real constraint on a 100 planet map. On a map this size I would think that things would become really tough once you take over 40% or so of the map.
At the end of huge maps I've seen pirate bases with over 400 ships in them; and over 100 heavy cruisers. When you've had 10 hours of returning pirate fleets, they can build up. If you're wanting to take out a pirate base, the end of a smaller game would be a better bet.
Early planets often get full of logistics buildings, so the development mandate is handy for fitting in some refinaries on top - among other things.
[quote]While we are on the subject of trade port. Just how much more money do I make per port?[/quote] With TEC, you get a baseline 1.0 credits/s per trade port. You get an additional 0.1 cred/s for every additional 'chain length'. On top of this, you have research upgrades. By the end of a huge map you will usually be taking in about 2.5 - 3.2 per port. This can easily outstrip- your tax income on large maps, because trade income isn't subject to alligence penalties.
[quote]I guess I will just keep outbidding the opponent and ignore the base for now. It's good they don't attack with all of them at once. That would be bad Although it is a little annoying since the AI never builds up much since its always dying, so it just like a walk in the park to take his planets...[/quote] Play a 100 planet random map against 9 unlocked hard AI teams, and then tell me that the AI doesn't attack much :p
[quote]i don't kno if someone said this already but f u make a culture radio center or wat ever those things are it slowly brings up allgince to youre far away planets as well[/quote] Yes, but only by a maximum of 10%. Distant planets will still have a maximum alligence of 35% (25% + 10% from the BC). It's true, the culture loss rate should technically scale with the problem size for consistency, but I don't think it's too big of an issue. Refinary and trade income doesn't redu
[quote]I'm not highly experienced, but has anyone mentioned the possibility of just enabling the player to "retract" fleet logistics advancements? This would keep you producing at a higher rate if you lose a good chunk of your fleet.[/quote] This is exactly the reason that it is not available. If it were possible, the optimum strategy would be to build a huge fleet, send it into battle, and leave it there until completely annhiliated. Then retract the fleet cap for a 4x boost
yeah, pop-idol is broken for me, also. I did a huge random map (like 110 planets?), and before I finished I checked that I had a broadcast centre on every planet. I didn't get the achievement. I also checked on a 9 planet 1v1 map, again with a BC on all but the final planet. Similarly, I have three times done a huge random map, exploring all the planets. It is not guaranteed that all the artifacts will exist somewhere, so it's a bit of luck as to whether it can be achieved. Eac
You wouldn't expect the broadcast centre to be as credit-effective as a trade port; it has other benefits. Finance wise, the trade ports become increasingly effective later in the game, when you extend a good distance from your homeworld. Trade ports are not subject to the alligence penalty, so when you get to maximum distance (35% alligence with a BC), a single decent trade port will earn more than any planet, other than a fully populated terran planet.
I like the fleet cap / income tax principle. It acts as a damping force on the ability to project power (which otherwise would grow exponentially as you expand), and also the ability to replenish losses. This helps the game scale to a wide variety of map sizes effectively. It also somewhat damps out the dominance of a slightly larger empire over a smaller one (or a collection of smaller ones). However - the fleet cap only scales effectively up to its maximum value. The result i
[quote] if you want more of a challenge, go against multiple hard AIs in locked teams.[/quote] You mean unlocked teams, right? A FFA against unlocked teams will allow the enemy AI to team up against you (and this is pretty much guaranteed to happen). Locked teams will remain individual, and so fight amongst each other at least somewhat. ...Unless you mean a 2 v 1 type game, with 2 locked AI? I imagine that would be quite tough, particularly mid-game.
I can say, for certain, that if you have a cease-fire with a faction and you break it before you finish, then you can still get the achievement. I can't say for peace treaties (I never make them - a cease fire is a far as I'm willing to go :P), but I imagine that if you're solo by the end (and so wipe out your former allies) you should be okay
The key to winning against multiple hard AI, on very large maps, seems to be strategic positioning of defensive positions. Find relatively good choke points, and hold the line there (full deployment of tactical structures). Don't try to push into an enemy territory if it will weaken the positioning of your defensive line. Always keep a decent fleet in reserve, to counter any attacks, but don't actively attack on more than one front at a time - leaving a bigger fleet for your offensive pushes.<br
I never build them. but then I only play against the AI, who never build them either. Thankfully. So it's something of a non-issue (unless 1.03 adds AI superweapon building...). I don't like the idea of 'superweapons' in RTSs anyway, and certainly not a strategy rather than tactics-oriented game like sins. If the AI is programmed to make use of superweapons at some point in the future, I hope it comes alongside an option to disable superweapons entirely.
Which is the default option, and what is actually the difference between 'locked' and 'unlocked' teams? I've played a few times (at default option) against 9 hard AI opponents on a huge map, and they've always been attacking me in preference, although they will on occasion fight each other also. I gets tough towards the end, but the hardest point usually comes after I take about 30 or 40% of the galaxy. By this time the 6 or 7 remaining enemies usually gang up on me (except for maybe on
As above, you need to research inter-stellar travel. Takes 4 civic research stations IIRC (for TEC anyway). One less than for wormhole travel. Jumps between stars can take quit a while, but the stars are incredibly close together in systems of war, so it's a really short trip - takes much less time than some intra-system jumps. By the way, systems of war is just a great map, isn't it?