[quote]Should I bother using Cobalt-class frigates past the initial rush? Or should I just switch over to using Garda-class and Javelis-class frigates as soon as I have the tech requirement?[/quote] After long-range (Javelis) frigates come into play, the Cobalt should be put on the bench until Kodiaks are available. Then the Cobalt can be added to your fleet as a support frigate to destroy anti-matter (with the upgrade) and hunt support cruisers. [quote]Are Kodiak-class heavy c
The_Nighthawk
If you're testing this with controlled scenarios, one way might be to set up enough new colonies that haven't had their civilian infrastructure upgraded that the only income you get is from Trade Ports. Then set up a chain of 4 or 5 TP's and turn the pirates loose and see if the money you actually get over a set time is what you should have gotten.
par481, you may also have missed a button that changes the pregenerated map types from small to medium to large/huge. When starting a new game and selecting a map, under the list of available scenarios there's a button named something like "Change Map Type". Click that and you get some larger scenarios. Alternatively, use the map designer as suggested above.
That one line is actually two links. HuntingX's build orders & Overall strategy guide Apparently I need to lern2proof...
Two threads that should get you going on the right path: [link="https://forums.sinsofasolarempire.com/308726"]HuntingX's build orders[/link][link="https://forums.sinsofasolarempire.com/303701"]Overall strategy guide[/link] Read through those, try things out, and if you're still having problems, then come on back and post some more questions. :)
[quote]A quick question... if you stack multiple trade ports on the same planet to get you the same benefit from each? If so, I didn't know you could do that... I thought the bonus was 1 per planet.[/quote] Yes, multiple trade ports on a planet will each provide the same income increase.
[quote][quote]If you have one trade port per planet already as you say you do, then your statement is correct, but Trade Ports are only linear once you have your longest chain established.[/quote]Naturally. I would never start building additional trade ports on a planet until all my planets had one.[/quote] Sorry for being picky about that. The wording that I quoted was open for possible mis-interpretation, and I felt it was worth clearing that up.
[quote][quote]Big trade lanes give trade bonuses, so i am a fan of 1 trade port per planet. Any more than that per planet and you are pulling resources from your fleet, which will help you get more planets, therefore only hurting your longterm trade income anyways.[/quote]Gotta disagree there. Trade ports stack indefinitely in a linear fashion. [/quote] This is only partially true. If you can increase the length of your overall trade route (the white line running through grav wells when
Kidcase, throw some Flak in there to counter bombers and you have a combined arms fleet. :) 2 Kodiaks : 1 Hoshiko : 1 Garda is a good ratio for me vs AI, but YMMV. If your opponent isn't bomber heavy, then swap out half the gardas for cobalts to kill antimatter.
Uranium, it sounds like you still pine for the original Natural Selection before it turned into a rush game. Wasn't it 1.04, or was it an earlier release? Yeah, I remember you from those forums. :)
Bombers and Capital ships do full damage to Heavy Cruisers. The only ship to get a bonus against Heavy Cruisers is... go figure... Heavy Cruisers. They are at the end of the ship tech tree for a reason, they're the best frigate class ship in the game. If he's hitting you with HC's, the counter is HC's. Plus some long-range frigates, a command ship or two, some repair ships and a captial or three with bombers. ;) If he's attacking with just HC's a combined fleet of HC's + stuff should w
*Sigh* Try [link="http://www.armadafleetcommand.com/botf/"]this[/link] instead. Damn " ...
Birth of the Federation. Nice. :) Did you know there is a lively modding community [link="http://www.armadafleetcommand.com/botf/]here[/link]? :)
[quote]heavy cruisers (for all 3 factions) are one of two ships up to the task of anchoring fleet. the other ship type of course is the LRM frigate. cruisers are MUCH more durable and are particularly adept at destroying LRM frigates (though they deal good damage to just about everything really). if you have an end game economy and can support heavies they're probably a better bet to anchor your fleet than any other ship.[/quote] I would like to second this. It's not just for Vasari, bu
A suggestion for the medium then... If you do it on the forums, make one catch-all post in Strategy and try to get it stickied. You will be able (or should be able from what I understand) to edit that first post and be able to put in links to other posts, one per ship, as you do them. That way you can do one-off posts for each ship, each also editable, and have one central place where you can link to all the information you create. The same format can then be followed if you ch
One isometric picture (the first of the large ones) should be enough. The small images you have thoughout the text is great. The text itself is also good. How long did it take you to do that sample? Mulitply that by 45 and decide if that's an investment you want to make! :)
Read [link="https://forums.sinsofasolarempire.com/303701"]HuntingX's Post[/link] for starting build orders. It's a very good place to start improving your game.
Another thing to note is that the anti-fighter ships break their guns into four groups, one set pointing in each direction. So that damage is divided by 4 THEN the armour type gets factored in. An unupgraded Sentinel doing 20 dps, is actually doing 5 dps per direction. It does 150% damage against fighters, 100% against bombers, siege frigates and long-range frigates, but only 25% agaisnt everything else. That's 1.25 dps unaugmented against most ships, which is not very effective.
I have used culture for the purely economic purpose of raising allegiance to its maximum. All planets start 10% lower than their maximum allegiance, so that is potential extra money and resources being squandered if you don't build any culture buildings at all. From an offense/defense perspective, I have never used culture in that way, so I too look forward to the responses. ;) Edit: A couple specific questions: Where do you find info on a planet's culture in-game? How
I'm replying to expand upon a couple of Annatar11's statements. [quote]1. Trade ports: Is it worth building more than one per planet?[/quote] It's worth more to build 1 each on 5 planets, than 5 on one planet because the longer a trade route you can make, the more each individual trade port will earn. (exponential-ish) More than one on each planet will add the same income per trade port as you are already earning. (linear) In general, it is best to fill your
Zyrxil, thank you for the Spreadsheet, it is a great reference. Do you have plans to expand it to include techs and some economic information? For instance the costs on the planetary upgrades would be nice to see alongside the information you already have. Income rates for credits and resources on another tab could be handy as well, but I don't know how easy all that is to find, or format for easy reading.
Do the capital ship colonisers have that ability too, or just the colony ships?