I forget the name of the map, but each empire had about 3 colonizable planets and a few uncolonizable wells inbetween us. it was a 4 player FFA. Everything was connected like a big ring, and a cross going through the star. I got my 3 planets and got enough civ to tech to development mandate, this gave me enough logistics room to get my weapons research started. eventually, long story short. I put 4 starbases at the star and upgrades all four of them with construction to level 2. I then s
GoldenShadow
But if they claim the planet for themselves, they are likely to just bring a torpedo ship or star fish to wipe out the left over structures. But I imagine a starbase with Aux government surrounded by 35 tactical points worth of turrets is something to fear. (after the patch that fixes Aux government of course.)
It is silly that the mines are deployed in a 2D plane, but a space ship can just go above or under it rather easily avoiding the mines. In most science fiction that I've observed, space mine fields are 3D volumes of mines that extend their main front towards the direction of the incoming threat, like a wall, not laying flat like a floor, if you get what I mean. The system in Sins works most of the time because all commands are issues from a 2D perspective, but more often than
Does this mean that Aux gov has been disabled all of this time? I hope it means that we won't lose control of a planet. You can bomb a planet down to 0 HP, but still retain control and all of your planetrary infrastructure upgrades until the starbase is destroyed. And the planet will rebuild from 0 HP once bombardment stops if your starbase is still intact.
I'll most likely buy the next mini-expansion anyway, but I am not going to blindly preorder something without any information about it.
When a Capital ship is under attack, we get audio reminders. "One of our capital ships' shields are down"! "Our Capital ship is heavily damaged"! These are really useful for me because I can send a fleet into battle and wait for the reminder so I know when my cap is at half HP(Hull 100%, shields gone), and quarter HP (shields gone, Hull at 50%) I would like the same audio cues for Starbases. On my first game last night, I built up about 4 starbases. One of them in a uncolonizable grav
That seems to fit, because population growth would be exponential instead of linear.
Yea, I was unable to retreat my high level caps in entranchment 1.0 I find its better to stay put and slug it otu and force the AI to retreat. Assuming things are about even. But also the AI doesn't retreat so much now, which makes the game harder, I can't manipulate them to leaving me alone with a bluff. warp in a large fleet to scare them away. No, now they stay and fight and cost me that fleet, or if I retreat them, they take my planet.
My inner worlds were soft, but not that soft. I had starbases at each one, though only with economy upgrades,
Reminds me of C&C Red alert, you could capture a construction yard and gain access to their whole tech tree.
This thing is unstoppable when you have all 3 attack upgrades, 4 defense upgrades and a debris vortex upgrade. To help keep itself full of HP after killing everything in sight. My whole plan was to get on a map with a single chokepoint into my territory against 3 teamed unfair AI. I had to really forsake my economy to rush the starbase to the chokepoint, which was a dead asteroid. I batrely had the first 3 defense upgrades and a couple of attack upgrades before the first massive wa
Just did.! :D
I did save the game. and i have some autosaves of it too.
http://www.imageshare.web.id/images/on7mrrquqlao2rzue1u.jpg Take a look at this awesome battle. All I had were 4 Vasari starbases and 2 carrier capitol ships at level 10 vs a huge enemy fleet at the star here. I was focusing on a battle on a different system and came back to check on things and this is what I find. enemy HC and robot cruisers flying way out in deep space. I ordered my caps to go a
A temporary removal of the underdevelopment tax? maybe?
What is it supposed to do?
I wish I had the money for a new i7 rig, I'm sure those beasts can run a gigantic map with 7 AIs. But my current Core 2 dup at 3.01Ghz is only a little more than a year old and it handles thing pretty well until all 100 planets have been colonized and everybody had a giant fleet. Then it makes playing the game a test of patience
I kind of want to rethink the whole strike craft situation. The main problem right now, as vocalized by the multiplayer crowd, is that Strike craft are replaced for free when destroyed. Lets say that a carrier can hold 6 squadrons of fighters at once, but they can only launch 2 squadrons at once. Whenever a squadron is fully defeated and loses all of its fighters/bombers, then it has to be replaced by purchasing it. Purchasing new strikecraft can only be done while the car
Diplomats: Win the game without bombing any planets. (You use Culture to do this.)
Skimp on the armor and attack upgrades, to lure the enemy into thinking they have an easy kill. then BOOM@!
I tought myself how to beat the odds by abusing save/load before each major battle. I had 1 Kol lvl6 , 2 Marzas level 4+5 and 1 Dunov level 4. First thing I see when going into the gravity well is that the entire enemy fleet is on the opposite side of the asteroid and there are hundreds of strike craft vectoring towards me. I replayed this part about a dozen times in order to not lose any caps. What I had to do was turn off all autocasting and keep my fleet in a tight f
The ability to build 4 starbases is quite fun. I play as tec and you can make the 4 bases clumped together for overlapping coverage. Then upgrad them with both trade port nodes and some defensive and fighter hangers. You end up with something that is impossible to attack without torpedo cruisers and/or a super massive fleet of carriers. And the plus side is the money you earn is ungodly if you have a decent length trade route somewhere else. I had a 13 planet trade route and that one sta
I would like to see a fundamental change in the way we siege and take over enemy planets, or even neutral planets. Each planet could have random number of native people living on them, neutral to every empire. Some planets would have no one on them. Your empire's colony ship will create a colony on a empty planet to same way that the game currently works. But you can't simply colonize a neutral planet with existing people. Each occupied planet has a loyalty meter. You can either
Another question. I got a really long trade route. it was 15 planets/phase jumps long. It looks like it increased all of my trade income from every planet, not just the ones included in the trade route line. Can anyone explain how that works? I conquered an entire star in a 3 star map, and my trade income was bringing 320 credits per second.
Whats the point of killing trade ships? Does this cost the enemy money, or give the attacker money? Or is it stealing the money lost and giving it to the attacker? I see pirates targeting trade ships. I Can't understand it because I don't have to pay to replace them.