homefleet

homefleet

Joined Member # 3071721
15 Posts 254 Replies 882 Reputation

Zero Hero, is right with the culture, being one of the things you need, for a great defense. But I would add, that culture is the most important defense of any planet. First if you even loss, the enemy can't colonize till your culture is gone. But the most important, is you own culture bounes(or as Zero Hero put it "races benefits"). This is more important late game, where your larger fleets recive a benfits, the most from it. [quote]best defense is generally a good offense[/q

58 Replies 31,470 Views

I see that every one has forgot what I just posted. Are you talking about the unit AI(UI), innociv? If you are, where do you stand with it? Do you just want to remove the entire system, or do you see it as one of the best things about the game, and wish it could be better?

104 Replies 159,994 Views

One of my problems with the carriers, is that they seem to be in there own little world. Most good close combat fleets, are meade up of HC, support cruisers, and some frigates. One of the things, that I have noted, is that the defensive cruisers, help to keep other ships, in the fight, while the offensive cruisers help with the attacks, coming from the HC. The other support frigates add to this, by adding firepower, defense against strike craft, and anti support cruiser work. But carrie

104 Replies 159,994 Views

I'm happy to see, that we are on the same page Mettra, but I think that you made my point, even thougth you think I'm wrong. [quote](7) The thing about it is that leveling caps is part of the strategy of the game. Unfortunately, your first high-level cap will always be a battlecruiser (this should perhaps be 'fixed' somehow [give colony caps lots of experience for colonizing? I could never make this work out satisfactorily]), and the second one will come out at lvl 1 when your first is

54 Replies 83,483 Views

Here what I have seen hard AI do. It builds, bigger and better fleets, early on. Mixed combat groups, not just spam fleets. I find that when fighting the AI, that it all ways reports that the AI has the bigger fleet, but many have less capital ships. It will still not pay credits, to upgrade it capital ships, even late game, after you destroy there capital ship, and they NEED to level up. Late game, I have found that it fights harder to win the bounty war, in order for

10 Replies 18,808 Views

Sorry, had a lot of work, to do. I would also like to add, that some techs, are not clear when they are in use. Example: TEC's Insurgency I don't know when the will be a rebal attack on my enemy, and there for, never know if this thing is even work. It would be nice if there was a timer over the plant that tells you when the rebal attack, will be. I'm you are backing the after all, you should know something about there plans. ok, I just got the 1.04 patch an

34 Replies 56,101 Views

[quote]You have a good point -CU-Raptor, but as I pointed out, in that last post about this very same problem it is not with the how powerful the ships is, but the leveling system.I found that a 4 level(I buyed the levels in this case)battleship is just about equal(just a little less) in power to that of the same support unit cost in HC(12*4=48, I was playing Vasari at the time). A level 4 battleship! That a lot of resources, buying the levels and the ship.I also found that it takes to level 7,

54 Replies 83,483 Views

Like pirates, but they only seem to work well on small maps. Where there just you and the other guy. There is no point in put a bounty on some one, if there only you, to attack them.

69 Replies 35,786 Views

You have a good point -CU-Raptor, but as I pointed out, in that last post about this very same problem it is not with the how powerful the ships is, but the leveling system. I found that a 4 level(I buyed the levels in this case)battleship is just about equal(just a little less) in power to that of the same support unit cost in HC(12*4=48, I was playing Vasari at the time). A level 4 battleship! That a lot of resources, buying the levels and the ship. I also found that it takes

54 Replies 83,483 Views

Do you guy know what I'm think, I was just about to post the same thing my self, today. But, innociv, you are missing some of the most useless techs in your list. Phase Cloaking, which allows the Jikara Navigator to clock. The problem, is it last five second, during which time, the Jikara can't do any thing, so when it uncloakes, it is still in the same spot as it was before. I don't see how any human or AI player could miss that. Other thing is that it uses anti-matter, that t

34 Replies 56,101 Views
Reply to Scuttling in Strategy

Could be a good upgrade, but then ever one would scuttle there build, in order to damage enemy ships.

3 Replies 2,692 Views
Reply to Space Mines? in Strategy

One thing about those mines, in the show, was that they were part mine, part missile, and part starship Mine part. They could sit there like a mine, till an enemy ship was just right to attack. Missile part They just don't explode, but head to there targets, or wait till there target let down there guard and then move in for the kill, like a missile. Ship part: They can jump like a ship. But I also understand that the defensive part

9 Replies 6,508 Views

OK, kramer222, here is my take on what the Vasari are running from. To understand what they are running from you you just have to look at the into movie. In the intro, the Vasri are work at a "experimental phase lab". The project may of been, any thing form faster phase jumps, to allowing fighters to jump, or a power source form phase it self. What ever it, there was an run away chain reaction in which it produced a energy wave that destroys everthing it meets it. That is why the expansion rate

86 Replies 249,212 Views
Reply to Space Mines? in Strategy

Is it that bad, of an ideal or is no one just reading this post anymore?

9 Replies 6,508 Views

An ideal, for troop ships is to use Colony ships, and add ground assaults as a new upgrade. As this would increase how useful these ships are. Also how about leader, that are at the end of the tech tree. There can be four to six leaders, which gives bounse to your ground forces, in different ways. You may select only one, and there for, your TEC faction, will defferent form mines. Could you also make a list of all the upgrades for each faction,s so we can seee if it is balanced

51 Replies 71,150 Views

Other then cyborgs, I'm out of ideals Williamnight, did you have or find any other ideals, to add?

51 Replies 71,150 Views
Reply to Space Mines? in Strategy

After reading your post some ideals game into my head. Form one of the shows that I watched, they use a type of mine, that was half missile, and half ship. The "mine" as they called it, could jump like other ships, but would explode on impact with enemy ships. You ideal is good, but other games have already do this, and the extra use of memory, would be to much for the computer market, that sins is trying to reach. Remember, that this game not only could play well, but could play on mos

9 Replies 6,508 Views

What does ever one else think? I was thinking more along the lines, of fleets base on what they do, then on one type of ship or one simply task. Ideals for fleets Deep Space fleet Council fleet Death fleet Home defense fleet(or homeworld fleet) Because every time I see a movie, there is always a name that goes with those fleets, and some are more well known the others.

3 Replies 12,073 Views