"It is time I stepped aside for a less experienced and less able man." - Scott Elledge, on his retirement as a Professor at Cornell "The longer I live the more I see that I am never wrong about anything, and that all the pains that I have so humbly taken to verify my notions have only wasted my time." - George Bernard Shaw (1856-1950) "I have no data yet. It is a capital mistake to theorize before one has data. Insensibly one begins to twist facts to suit t
Sykonaut
Figured it out. I forgot to set ownership to planets. Lol.
So it shows up now, but I get that automatic defeat screen. I checked the Guide, and it says that saving it there makes that happen, and to save it in: c:\Program Files\Stardock Games\Sins of a Solar Empire\Galaxy, but it doesn't even show up there. So with one I can see it, but not play it, and the other I can't see it. =(
From this website. Under downloads. Also, I can't download any of the maps here either. =(
I made a map on Galaxy Forge, and saved it to the Galaxy folder. Yet it won't show up on the map selection. Does Galaxy Forge not work with this version? I did select that it would be Browsable as well. It was such a cool map too. =(
I did that first, I just wanted to see if maybe there was something else I could do. Trying to cover all my bases.
I can't buy it on Impulse's website or the application. Is anyone else having this problem? Can't even get to the purchase screen on the website, and the application keeps saying the user information is wrong, though it's right.
Gonna use your little chart, Giro, and add to it. Hope you don't mind, because I'm using it because I like your ideas. =P Maybe: Normal- Planets start out this way, and are like how they are now, with no bonuses other then planet type bonus. Caste System - Increase fleet cap 25, but decreases build time by 20%. Serfdom - Increases build times 20%, but decreases culture 30%. Slave Labor - Can sacrifice population for instant build of structures or ships. Wage Lab
Tumbler, you used BOMBERS against light frigates, of COURSE they got decimated. That's a no brainer, I could've told you that. And while I think they're not as good as they should be, they do have uses. Maybe someone has fortified their border world with a TON of turrets(They're not a fan of strikecraft either, eh?) and their fleet is elsewhere oppucied. It happens alot. You can use your bombers to kill those turrets without any losses or damages on your part. And the ability to get the
I, actually, really like this idea. And you could have good ones too. Reduce income, but help culture, etc. Or strongholds, with a reduce to income, but higher health. Etc.
Depends on the ship. Carriers, if left alone and have no previous existing orders(Like if you set your factories rally point on the capital ship, they'll go straight there.) will stay on the edge of the gravity well. Heavy Cruisers will go straight in, where they're best. LRMs will stop at proper distances. This isn't much of a tactics game, as strategy. You gotta focus on the bigger picture, often the battles can handle themselves, unless it's reall
Hm. Okay. I yield to you then, because it appears I'm wrong. This, honestly, dissapoints me. I'll probably still use carriers, because I like them. Have you tried a battleship vs 10 lrms and a battleship vs 10 light frigates? Or a battlecruiser? Or dreadnaught? I'd be intrested to see how they stack up.
Whatever. Just because you don't understand that LRMs are now completely useless, and a cobalt would own a LRM in one to one combat doesn't mean you need to be ignorant about it. God. ;)
Tumbler, there's the problem. You seem to be, excuse me if this comes out rude, stuck on the idea of a carrier fleet. If a 50 carriers face the same amount of supply and resources in a pure kodiak fleet, sure, they'd probably get whooped. That's not the point. The point is that when you use them, you use them IN CONJUCTION with something else. They're backed up by forces. Here's some points in here. -Extremely flexible. Can used fighters to kill frigates, or keep hangar def
Frogboy is awesome. Hands down.
I love the TEC one, ZJB, but I think the Advent and Vasari are kind of lame. And I think it should be a 4 crew requirement and 200 supply. It should level like the regular capitals. They should start out with 15k structure, and 7500 shield. They should have the 4 total abilities, all to level 3, with one reached at level 6. The experience should be MUCH more though. And they always get 75% of the experience. Also, they have fast regen, and like 1000 antimatter. Or more. They s
Lol, I LOVE bombers and fighters to kill retreating forces. See their capships trying to pull out? Yeah, not anymore, with 40 strikecraft groups ripping through them. This is extra effective, because not only are the strikecraft much faster, but this means that your fleet doesn't need to give chase, and can continue the fight, without letting the cap go.
I've heard of people sending in a large amount of carrier cruisers loaded with bombers to warp in, sending out bombers to destroy infrastructure, and then warp out when finished/a fleet arrives. Rinse and repeat. It works especially well since Carrier cruisers can stay on the edge of a gravity well, and if they have PJIs, you can kill them with bombers first. You could also be sneaky and send them in first, waiting for a fleet to arrive, warp your cruisers out last minute, while yo
Tumbler, it IS realistic, and it is a used strategy to have that many strikecraft. Late game, it's not unfeasible to have 80 Carrier Cruisers, and then you count in strikecraft from capitals. And you can still be packing quite a mix of other ships too. And often, in big games with people who play together, you can have someone go full carrier-cruisers and carriers, with someone else having the full combat ships like HCs and all that.
TBH, I think as the game goes on, you should be building more bombers. You have little use for bombers early on, so go 100% fighters to kill the frigs that will be encountered.
Baaaah. I could've swore I saw a Migrator in a fight I had in a 1v1 I had today, so I assumed it was a scout.
Yeah, couldn't remember. Was trying to remember the individual colony ships, the Colony, the Missionary, and I didn't remember the vasari one. =) I almost said Migrator, but I was like "No, that's the scout."
Keilworth, that will never happen. Frogboy, Kryo, Blair, and Craig and all the others are obviously biased to this concept/race of beings called homosapiens, and are unfairly favoring them, to the deteriments of everyone else.
You need to colonize the asteroid with a Colony ship(This is the ship in the lower left corner of your frigate factory screen.) You can also colonize it with an Akkan Battlecruiser(TEC), a Mothership (Advent), or the vasari equivalent(Whoops, forgot. This is the middle capital ship, in the capital factory screen.) Once you have colonized this planet or asteroid, a LEV construction frigate or it's equivalent will automatically appear. Also, increasing Logistical and Tactical slo
Yeah. You can't forget about the movement reduction that takes place when you're moving out in a gravity well, so that's even more time they're being hit, and more time for you to run. You can also use your fighters to take out their fighters, or atleast delay them, since you shouldn't be having an only bomber fleet. =) Depending on the stage in the game, I generally go all fighters early on, and then eventually it's closer to a 1:1 scenario.