It's possible for the simple reason that passed the 1950's, most nuclear weapons produced have been actually fairly low yield weapons, geared not towards destruction of enormous proportions, but to be more numerous, accurate, but smaller weapons. The infamous "boomers" of the US Navy carry 24 Trident missiles each, each capable of having up to eight warheads of "just" 500 kilotons. That's still a lot, in the neighborhood of 50 times more powerful than the first atomic weapons, but still just
TheRedMaw
You might better off on a smaller map, where you can at least rush one of the Unfairs and take it out of the game early. The AI's, even the Unfair ones, are vulnerable to early LRM rushes, since they tend to love to stick with light frigates that LRMs chew to little tiny pieces. On big maps where you start flirting with the fleet capacity, unless you're Vasari with Phase Gates and can be literally anywhere in one jump, you'll have real problems making large offenses capable of defeatin
You're probably asking too broad a question, really. Advent can get away with a decent number of overall strategies by playing on their unique fleet synergies. They overall tend to have less resources to work with, but pound for pound, ship for ship, Advent fleets later in game are probably the most dangerous. If you could narrow your inquiry it would probably help greatly, like if you're asking about how Advent can defend, how they can attack, fleet composition, their econo
Micro'ing your Capitals just means you take the time to position them individually and select their targets and abilities manually. For example, most Capitals do not have all their weaponry mounted on the front, it is scattered around all sides. So in some battles, you would want to manage your Capital to keep it in the middle of an enemy group (particularly militias) so it can use as much as it's weaponry as possible. Special abilities of many ships also requires a good deal
I love Sins, but in all honestly I doubt the multiplayer community will recover. Once 1.1 is released and it gets a proper release in Europe, they may be a jump, but right from the start you could probably tell that Sins wasn't going to be very popular online (highest I saw on ICO was near 400, the week of release). You could blame some of this on ICO's clunky-ness and hosting problems, but really considering the sales, it seemed clear that the game probably wasn't going to shine for it's mult
The best I know of is the [link="http://www.soasewiki.com/index.php/Main_Page"]Sons of a Solar Empire Wiki[/link] which tells you the basic statistics of various abilities. To my knowledge though, is no in depth guide on all of them that explains all the things you're interested in (I know of at least one in the works, but not sure how long that one will take, ultimately). If there's a specific ability or capital ship who's abilities you want to know about though, I'm sure people wou
AS a general rule, the upgrades to ships are usually not as useful as simply getting more ships, and usually only should be seriously looked at when upgrading your fleet capacity gets too costly (aside from the first levels of hull and shields, which cost no metal at all and are quite cheap, they can sometimes feel worth it, at least to me). You'll likely find [link="https://forums.sinsofasolarempire.com/305565"]this[/link] and interesting read, though, since homefleet mentioned it. <br
What faction were you? TEC? Sounds like it would be fun to do, might take a few attempts to get the starting positions just like yours, but Fire and Ice starts are so close that it shouldn't take too long. Fire and Ice is a weird little map. The AI though is generally very susceptible to early rushes, and using the proximity to them on that map would probably serve well.
250 damage, for 8 seconds, for a total of 2,000 damage to any given target. Because it happens over time though, by the end of the attack most targets will max out their mitigation, so it's possible for a target to only take 1,000 damage, sometimes even less if they were in combat before the hit. The real kicker is though that Cleansing Brilliance inflicts this same damage to any ships that get in the way of the beam. The beam also has a small area of effect outside the visible beam,
I would start over in the "[link="https://forums.sinsofasolarempire.com/309537"]Advent Extremly overpowered late game.[/link]" thread as well as "[link="https://forums.sinsofasolarempire.com/309534"]Late Game Anti-Advent Strategies??[/link]". Some good stuff in both those threads. Not trying to sound mean, but I really think that you can get better responses by nurturing your existing topics on your troubles with Advent, otherwise you might just get written off and that's no fun.
The [link="http://www.soasewiki.com/index.php/Main_Page"]Sins of a Solar Empire Wiki[/link] here has a lot of the information you would be interested in. It is kind oc incomplete, but for many of the Capitals it has most of the information you would care about concerning their special abilities...
Surprisingly few. Like others have said, beyond 3 seems to be a real pain, mostly because it just seems to become a sea of Light Frigates from all directions, even with two chokepoints when a bunch are in the same system, the sheer volume has gotten to me. The real frustrating part though is that the Light Frigates are defeatable, even on multiple fronts, but the AI still loves the Siege Frigates, which serve them well n these situations. Having to take time out from the thirty Coba
Advent, for the aesthetic purposes and how Advent can for their more versatile units. I started going for Advent around a week after I got the game (played TEC for the basics) and fell in love with them, in no small part for the Progenitor. Sure, it's frail in big battles, but I loved being able to have a colonizer and shield restorer in one package (something TEC needs two ships for) and then after learning things the power of Malice started to shine as well. But on a strat
I like how the upkeep scales, it really makes you have to decide if it's worth it to move up again and time it appropriately or you risk being at a notable disadvantage. Capitals Crews, on the other hand, probably could use some tweaking. Up until around the fourth or fifth upgrade the scaling is fairly decent, it makes you pay for it and you have to do so carefully, but after that the prices just get a bit too high, I think. Considering how vulnerable Capitals are by the time you can
Ctrl + Shift + Z That will remove most of the HUD. You still need to turn on Cinematic mode to get some things to go away (like the icons for fighters). So you'll need to turn that off, then do the command. Really nifty though for taking pretty pictures.
I wonder what would happen if a group of people decided to raise totally artificial complaints about a good (or even maybe even a sub-par) unit or ability to see if it would get nerfed. If done right I think a substantial nerf could be given to the Hoshiko or the Drone Host as a result of totally off-base complaints (see: Siege Frigates). From my experience, most Real Time Strategy games begin with fairly unique units and balance asymmetrically. For example, one faction may have a v
Malice and Cleansing Brilliance, by any chance? If you're worried about fighting it, it's counterable by any one of the Capital Ships that have disabling abilities, since all you need to do is keep one of the capitals tied up to completely negate the ability. Although if an Advent is abusing Repulsion it can be a real pain to keep them disabled. I don't view it as a fundamental imbalance though because of how it can be countered (and leveling those ships then guarding them can
The Revelation isn't that big a threat, it has some decent abilities (Vengence and Vertigo aren't bad) and at it's highest levels it can steal your Frigate/Cruiser class ships, which is more than a little annoying. But if you want to kill one of them, using a good number of Javelis LRMs or Kodiak Heavy Cruisers will get the job done. The Disciple is a decent little unit, but ideally you don't want to use Cobalts to fight them since that's more like fighting rock with rock. What you wa
Revelation has to take the cake for being the worst unit, I would say. From the top it doesn't look half bad, but when you zoom in and apparently it has an untold amount of the purple goo people are enclosed in from "The Matrix" just sitting in a giant storage tank behind it, it loses a lot of it's coolness factor. Best, I'm inclined to say the Kol (it looks ugly, mean and ready to stomp your face in) or the Radiance (it's like a big mean space shark, to the Vasari's space whale).
People already answered the substantive questions, so I'll just go for the site one... Currently I get the most millage out of this [link="http://www.soasewiki.com/index.php/Main_Page"]Sins of a Solar Empire Wiki[/link]. Some of the pages are incomplete or missing, but it has most of the units I want to quick reference covered and done so accurately without having to launch the game or check game files for information. [link="http://clansofsin.com/"]Clans of Sin[/link]
On Expert I've had decent games against the Company of Heroes AI. It's not a game I play with much seriousness, so I mostly just play with friends or comp-stomps with random people online. But for my ability, the AI seems to do alright, nothing shocking, but also usually enough to put up a decent fight. The most annoying thing about it though is the Puma spam. The Expert AI seems most prone to this tactic, where it will get Pumas fairly early (enough to spook my Infantry) an
Ah, I never noticed that... For anyone who doesn't want to load up the game, here is a [link="http://i262.photobucket.com/albums/ii85/TheRedMaw/SinsOfASolarEmpire/TEC/TradeShip/TECTradeShip.jpg"]TEC Trade Ship[/link] and here is the [link="http://i262.photobucket.com/albums/ii85/TheRedMaw/SinsOfASolarEmpire/Pirates/Cutthroat/PirateCutthroat.jpg"]Pirate Cutthroat[/link] again. The top portions of the ship are nearly identical, the Cutthroat is just slightly longer (the Cutthroat also ha
I wrote this out for another thread, but it seems like a good place to post it here, since it's fairly detailed and with pictures and stuff. The Pirates all have essentially modified versions of TEC ships. They lack any shields that their TEC counterparts have as well as any special abilities they have, and have some odd decorations, spikes, torches other things that make them appear slightly different than their TEC cousins. They often have better armor than their TEC counterparts an
Advent can use Illuminators and Guardians (without Repulsion) to surprising effect against Heavy Cruisers if backed up by a Progenitor Mothership. They still need to outnumber the Heavy Cruisers, but the Heavy Cruisers are in a tough spot to focus fire on the Mothership to stop Shield Regeneration and Malice, the Guardians to stop protecting the Mothership and Illuminators, or the Illuminators, who will be tearing into the Heavy Cruisers. Repulsion is T5 Military, so I'm guessing tha
What a perfect opportunity to upload some pictures... The Pirates all have essentially modified versions of TEC ships. They lack any shields that their TEC counterparts have as well as any special abilities they have, and have some odd decorations, spikes, torches other things that make them appear slightly different than their TEC cousins. They often have better armor than their TEC counterparts and their total hull points is around that of a the TEC's unit's combined hull and shield