Barmy Flutterz

Barmy Flutterz

Joined Member # 3043627
0 Posts 10 Replies 62 Reputation

Hello, I'm interesting in working out a mod and I wanted to create some raider types as a playable faction. What would be perfect is if the pirates could steal income from trade lanes by camping on them. Does anyone think this is possible or maybe will be possible with the next expansion packs editor tools? Possibly some kind of galactic wonder could be tweaked to give them the ability. I was thinking it would be quite hip if they had an ship based parasite economy, ma

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Well, i just managed to get an alliance up to 100%. I wasn't even trying at first until I realized that I was at 60% or so just through random chance. Then they started asking me for resources, which i had plenty of, so it worked out well. I will say that once they get the details of forming alliances worked out, the mechanism for your allies helping out is already well provided for as my allies were all over the place putting out fire on my front lines. That all sounds dandy e

72 Replies 34,520 Views

[quote] Might want to brush up on your history... [/quote] This isn't the place, but lack of knowledge about Roman methodology would not be chief among my faults. Suffice to say any decent Sins player is going to build a fair few defenses, almost certainly maxed out on border worlds. I think I laid out my idea of what they are good for already. The point was that Empires are built agressively and rewarding the defense over attacking makes for static, drawn o

1,040 Replies 559,190 Views

I had a good game against hard AI on a huge map yesterday with some nice raiding going on. It was a monster raid of one Flagship TEC carrier, wich has that economic lockdown ability, about fifteen flak frigates, around thirty escort carriers and a couple repair cruisers. Later this was suplamented with two more cap ships, and more escorts of the types above (though the caps were the wrong kind as mentioned the Mazra would have been alot better as we could have wasted worlds). Anway, the

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I should add that I don't mind them being allied against me later, its at the start that I dislike.

72 Replies 34,520 Views

I agree, the diplomacy needs some work. I was just posting about this in the "what do you want for 1.3 thread". The idea of missions is good, but the kinds of missions offered distract you from obvious strategic objectives (like taking neighboring worlds) and the unlocked AI ALWAYS winds up with near everyone attacking me even with some of the enemies being too far off to benefit from taking my worlds (and often so early that they havn't even colonized all of the more local worlds). <br

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Not all of this is for 1.3, but here goes. 1) The Fleet Cap system is good, but can lead to some trouble on big maps. I'm known to, er, destroy the enemy fleet upon occasion and once they sold their economic souls to host a big honking fleet that gets blowd'd up, they are S-C-R-E-W-E-D. I set up a huge random map and went at 'em till I had half of the second of three stars. I saved the game and quit planning to start again the next day, but once I looked at the post game stat scree

1,040 Replies 559,190 Views

You gotta be carefull of the enemy fleet having too much healing capability to take down the caps first. Its not often, but yesterday there was a fleet with 19 Robot Repair cruisers to go with a Kol and a Dunov along with the usual light frigate swarm. The Kol hops out front as the obvious target, but its just bait. I took out most of the repair cruisers first, then the Dunov with its sheild repair and finaly the Kol. Of course the repair cruisers are easy to replace, so you

15 Replies 12,089 Views

1) AI is building too many light combat frigates. 2) I found my capitol ships often stopped bombarding a planet to go do something else. Especialy if i manualy told the TEC Devastation Capship to use the nuclear bombardment, it would do that and then head off to frolick about in the daiseys. 3) The escort carriers are WAAAYY too agressive in combat. They should be cowering in the very, very back most area of the formation. They should be far enough back to where the crews

1,040 Replies 559,190 Views

Ok, well I'm going to roll up my sleeves and dance about in the grand geek war, er discussion, concerning 'space ships moving while they blow each other up'. Here it is to the point: The basic reason the ships don't move around while engaged in their deep space Tralfagar is that they have short range weapons and can take a massive amount of damage. The difference between the omnious 'ever inching forward' manuver of the Imperial Star Destroyers and the Sins ships is that the SD

294 Replies 304,070 Views