as is per gate RA is very underwhelming, it is only when there are stacked gates that it is a problem. any of the combo, limit to 1 gate per planet, nerf antimatter, etc would make to completely pointless to ever use. honestly, one gate per planet, as RA is, would prob be an over-nerf IMHO. i forget who it was, but someone suggested and increased cost per extra gate, scaling up the cost per gate at a particular planet when building multiples. i think this is a good fix which is best
tacspamftw
i have an nvidea 7600 and sins crashes prob 2 out of 7 times i play. i only play online and i know i am not the only person with this prob. IMHO, online would be about 7-10 times better if it did not crash constantly. FOR EVERYONE WHO DOES NOT GET CRASHES AND LIKES TO BLAME THE PEOPLE WHO DO - please god stop blaming the people who get the crashes, how come every other game i play online works fine but this one does not? the 'i don't get crashes so you are a noob' attitude is extreme
i think multi would be much better if there were not mini-dumps. as is, u can't know if someone is a dropper cause they just randomly dropped due to a mini-dump. i get mini-dumps sometimes, prob 1 in 10 games (usually the second i'm obviously winning :LOL: ). if mini-dumps we not a prob, people could just not play with people who are known droppers. also, saving the game is not a viable option for random player multi games IMHO. even in games where the host adverts that if
[quote]One other option (perhaps the same as reply #1's?) is to bump the supply by a "fleet count" mechanic. If you build 4 illums, that's 6 supply each for a total of 24 supply. But the fifth, sixth, seventh, and eighth, etc. costs SEVEN supply, reflecting that the ship requires more of the dwindling trace raw materials beyond crystal and metal that are necessary but not counted as inventory in the game, and specialized crew are running out. And the ninth would cost EIGHT, and so on... -- R
i used to be more gungho on the ship upgrades, but i have tended towards the larger fleet more recently. that said, i have had good experience with using sheild/hull upgrades to keep ahead of the opponent after winning the first battle. i think this is a good time to go heavy on upgrades prior to teching to hcs. the opponent inevitably has to rebuild their fleet in order to keep parity, but in reality, they are building inferior ships. also, since your troops are already in the field
watch the population of the planet if you are strapped for cash and want to hold off on lvl 3 & 4 upgrades to population cause there are better things to buy (like ships) :LOL: try to time the finish of the upgrade to population with the max out of the pop if possible and required.
[quote]Yes it works. and it's fuckin annoying[/quote] while i am thinking about it... i think one of the things that intermediate players miss (i still consider myself an intermediate player for everyones reference) is how much it sets someone back in the early/mid game to lose just one weapons/civ lab. each loss is brutal against a good player who is trying to only buy what they need to buy specific techs, not to mention the eco loss. the player who loses the lab loses time more so
as far as whether or not technically guerilla tactics.. idk, idc, but i will say this, if you are trying to win fair fights with the opponent you are playing completely wrong imho (mass fight under your repair bays ftw!) a good opponent will not give you the gratitude of a fair fight most of the time mal is right tho, sometimes, a 1v1 mass fight is right. most of the time that it is right, its not a fair fight :HOT:
guerilla tactics are good. the best way to deal with a massing fleet is to counter attack with a smaller fleet in an area its hard for them to get to. inflict pain, retreat as ness. assume they chase the harrassing fleet, your main force (which is smaller than their mass) can attack into the main point of focus. if they attack your main fleet, stay the fight as long as it is profitable for you and retreat back to a place where your 2nd fleet can reinforce. just cause there a
nm, learn2read
sooo... stacking at opposite ends of empire is best?!? one at far outpost?
thinking about this match some more... i am pretty sure i had an asteriod, and was moving my colony ship to the desert planet which was 75% cleared when the scouts showed up. my homeworld was inbetween the desert and the roid. i had to move my colony ship to the desert world, which due to bad micro, i lost the colony ship... that rebuy really set me back also, in addition to the lrm loss trying to take the desert. in short, amish caught me at a really bad time, i dun
well... :LOL: pretty sure i was the visari that u beat with it. i'm assuming you were talking about the 2v2. i play under the name bloodgryphon. this is the timeline from my perspective as the visari player. i go for my normal build. cap fact, 2 extractor, buy 100 crystal, upgrade planet, devastator, 3 scouts, extractor, colony ship, devestator shows up, delete cap factory, make weapons lab, research lrms, spam lrms. about the time my 3rd lrm shows up and the colony s
[quote]Or maybe a better solution would be to make each phase stabilizer cost 25% or 50% more than the last one. To a point where getting more than like 8 isn't worth the cost of just building ships normally.It's hard to say.[/quote] I'd like this fix if it were per planet, and perhaps even steeper increase in cost. Ala... first gate on a planet costs Y, next gate on the same planet costs Y x 1.5, 3rd Y x 2, etc. This discourages stabalizer farming, and doesn't nerf the other benefi
:/ sigh, reread please
[quote]If I'm banned, I'll just steal the games from now on. Then I will have a problem with Stardock.[/quote] honestly, we don't care that u r posting, just stop hijacking peoples threads with insults to other people for no good reason including multiple posts in a row. on topic, i'm curious to hear what innociv thinks of RA 1.04. i used it today in a ffa where i was getting severely nerfed by the compu (stuck in 4-5 planets the whole game), i did not find it to be an 'i win'
[quote]I've updated but I get "disconnected from Ironclad Online" whenever I try to connect and also when I tried to re-register just to see if it would work. No software firewalls, hardware firewall was working fine before but it's disabled now for troubleshooting purposes, still no dice.[/quote] +1 more, thanks for the patch tho StarDock/ICO... i used to play dow and i am pretty sure their players are still waiting for them to patch 2 game breaking bugs that went out with their rele
[quote]Look at this postWWW Link[/quote] yep yep, or https://forums.sinsofasolarempire.com/303701 @MrPeebuddy - seriously if u disagree with someones tactic/reply say why. don't be an *** and drop some one line lazy *** comment.
***freighters = frigate
i only really play multi so don't take what i am saying into the context of 1v1. i play visari and never use freighters except to counter flak (sometimes i even spam lrms for a min, then immediately start spamming freighters as soon as i see an human enemy). sieges are useless, usually if i don't have the firepower to easily clear a planet with caps, i just move to the next planet and continue the pwning after i have wiped all the structures from the planet, who cares if they rebuild t
you are forgetting about upkeep cost of more ships (assuming you are talking about spamming ships past tech up grades)
to continue this off topic string of posts... :p i've switched off evacuators to devastator into marauders into desolators and i'm not looking back. dissembler is nice, but that is only if u have the antimatter from colonizing. the loss of planet drain sucks, but that is what desolators are for anyway. devastator is super nasty vs other cap ships (lets face it, whoever wins the first capship fight usually wins, hence he is first) and strong against heavy cruisers. the mar
thx for the awesome guide. bump for all the other noobs out there.
are you sure there is not a 2nd star system?
i'm a fairly new player too (50ish games). one of my favorite micro trick is to pull back the ships that are getting damaged to insure they keep dpsing, or prevent the other team from dpsing. the tactic is pretty simple and works well for small and medium size battles (i think it loses effectiveness around 30+ ships). lets assume the battle is cap ship and 10 lrms on your side, and the same on the opponent. they are trying to take out your lrms. one of your lrms is getting low on li