[B][size="2"]Saints of a Solar Empire Chapter 2, Part 2: Old Soldiers[/size][/B] ~Warning, may contain bad words that may cause possession by evil spirits in which anyone over the age of 18 is immune to. You have been warned. Naeve's capital city was breathtaking in the sunset. Not many could enjoy the view, but the observational elevators the slid along the Gilded Towers offer such a sight. As it had to, for the towers catered the the multi mega-credit tycoons who lived els
WitchFire
[B][size="2"]Saints of a Solar Empire Chapter 2, Part 1: Preperations[/size][/B] "This is unacceptable!" shouted a heavy set man as he slapped a stamped official notice onto a solid oak desk, shipped all the way from Terra. The owner of the desk sighed and wondered how he had ever been convinced the come out to the Eastern Reaches after the last regime change had occured. True, his position as Magistrate of the Eastern Reaches of the Trader Emergency Coalition (formerly, and
The Advent colonize ability on the Mothership reduces planetary upgrade costs by 20% per level (to a max of 60%--you literally pay nothing for some upgrades). The shield recharge ability is stupidly awesome (AOE ability? Awesome!). And Malice is also a great skill. Lastly, Resurrection will keep your cap ship levels in case something bad happens to you. Seriously, the mothership is awesome. The Radiance is great because of Animosity and energy absorption. It will actually
The Subverters can increase phase missile bypassing shields. Also, apparently, any weapon fired at a vessel that the Subverter has messed with their shields has that 25% chance to bypass shields. So phase missiles bypass 50% of the time (at max research) and everything else 25% of the time. The Desolator is so awesome because of the phase missiles alone.
End of Chapter 1. Hope you all enjoyed it, especially the last part which almost doubled the whole chapter, whew! If anyone has any questions, please don't be afraid to ask, and, as always, your praise is appreciated. Also, anyone who wants to guess on how TEC naming conventions on the Kol battleships and Marza dreadnoughts works, if you get it right, you'll get a cookie.
[size="2"][B]Saints of a Solar Empire, Part 4: The Price of Betrayal[/B][/size] The Assailants and Sentinels with Skirmisher escorts closed in steadily through the missile storm until the TEC vessels entered their effective firing envelope. At extreme ranges, missiles only had enough drive power to reach the targets with minimum or no evasive manuevering, allowing point defense plenty of time to refine tracking on the missiles. However, the Vasari missiles were able to perform c
Campaign? Maybe. I'd rather see special scenarios that you can play that helps explain the battle through a series of military campaigns. If anyone remembers Civilization 2, it'd be sorta like the WW2 campaign. Maybe even severely limit research. I'd also like to see them overhaul the capital ship system. It just doesn't sit right with me that battlecruisers being equal to battleships and dreadnoughts (in terms of cost, numbers, etc.). And, of course, all the new stuff.
Yeah, sure, Trippedup, though you may want to wait until later this evening when I post the chapter finale.
Kruelgor, it might be easier to post a replay against a couple hard AIs (or one, if your strat is for a 1v1) instead of constantly nitpicking every counter point. You have to realize that some people aren't going to believe you unless you give them proof.
[size="2"][B]Saints of a Solar Empire, Part 3: Sucker Punch[/B][/size] "Sir, sensors reporting a massive phase out!" reported the sensor rating. Forscythe had to almost force the first shift to their bunks or the mess to ease battle weariness. If the Vasari had followed their standard operating procedure, they would have waiting for repair and resupply before attempting to use their superior speed to chase down the isolated task force. Unfortunately, the Vasari in command ha
If you and your allies are doing well, why betray them in the first place? If you're playing FFA, and you're playing with another player, you should test the water first. MAKE them give you ship view (and you them) so you can both see the distribution of forces along your borders. Also, make sure that all involved know its a temporary thing--player A and player B teaming up to take out player C, and once that's done, you break and go your seperate ways. If it works out and yo
According to the intro movie, an experimental mobile weapon's lab activated something (looked like a phase gate) 10,000 years ago. So the Vasari have been running for almost ten centuries. It's probably that this race is either a civilization that exists within phase space, or exits on the other side of the galaxy, or universe. It seems like to me, that since the Vasari have had no contact with the enemy other than to drive them insane, that they aren't your typical race. Eve
1)It's not really the free ships that are the problem, especially at that point in the game, but it's the fact that, combined with the Vasari ability to have around 300 extra supply at the end of their logistics research combined with the ability to constantly be receiving reinforcements for a maximized fleet that may be seen as unfair. Otherwise, it basically turns your phase gates into more factories. It's really not that big of a deal since people should have more than one factory (preforab
Favorite capital ship? The Vasari Desolator. It looks awesome, especially when it lets loose all those phase missiles. Favorite combo of capital ships? More than my enemies, though only the Advent capital ships really synergize real well with each other.
[size="2"][B]Saints of a Solar Empire,Part 2: Reprieve[/B][/size] On a galactic scale, the nexus from which TF3 escaped from and the Hades system were close--almost overlapping. However, distance at an inter-galactic scale is so mind-numbingly great that were it not for phase space, humans would have taken decades to reach their closest interstellar neighbor. Using their anti-matter capacitors, ships are able to punch a hole through the dimensional barrier seperating
Because the TEC is the largest galactic power at this time. They're also the most human, so the readers can empathize with them more and get drawn into the story a little more. Plus, at this point, there's only the TEC and Vasari, and, in my story, most of Vasari battles are taking place on the Western Front where truly massive fleets are being thrown around.
I would also like to see another faction, as long as it's not one of those organic, hive-mind races that every sci-fi genre can't seem to live without. I think I could stand a hive-mind, but please, don't make it a 'living' fleet. I'd like to see an 'epic' option for logistics in which you could create some truly enormous fleets. More planet types. In particular, I'd like to see a 'water' world in which most of the surface is water (90+%). Improved defenses. Serious
What if you created your own structure that builds your custom ships?
Well, since there's no story section to the forums (hint hint), I've decided to post a little story set in the Sins universe here. If popular, I'll continue it. The story begins ten years into the TEC-Vasari War, just before the involvement of the Advent. I've taken liberty with certain elements (which I can chok up to balance-needs for the actual game), and I hope you all enjoy the story. Saints of a Solar Emp