[quote who="N3rull" reply="147" id="2361176"]I think a player could start with 2 capital ship crews available. Fist cap should be free, as it is. Second should require construction costs only. Third should require additional research. That way building a second cap is not excessively expensive, and would encourage doing it if someone is not doing econ. Mind that you still need the first fleet supply upgrade done to build the second cap, unless you scuttle
SageWon
To follow up on the amount of experience needed to Level up your Cap ship, the following table completes the above. The experience required for higher levels scales higher as well. Lvl Ttl Exp Exp Need Incremental &nb
[quote]if it opened up level 5, sure[/quote] Some excellent replies. I too, wonder if you should be able to buy Level 5 reseach (after a second level of research on the existing techs. For tier 3 Vasari research it would cost $1100, 175M, 275C; or $100 more, and 25 M&C more than the existing costs, for each race). But this all depends on the presumption that you'll buy multiple Cap Ships. I just can't justify that very often, cons
Minimalist Colonization of Adjoining Asteroid: Just send the colonizer frigate alone to the Home World's adjoining Asteroid. As soon as the roid is colonized, build a turret, and have the colonizer frigate attack the krosov seige. (Or put it on auto-attack. A new frigate will have sufficient anti-matter to immediately colonize the adjoining roid, and will usually survive [except Vasari maybe]. Can scuttle turret later to recoup some cash). The tech
[quote]tried a SB rush?[/quote] I tried SB rushing when I was testing to see how long it would take to build one. The AI (w/ LFs) was surprisingly good at killing em. They need support. I found that normally I could build a Vasari SB in 8 minutes. 4 scouts, scuttle Cap Factory, Sell 2 M, Buy 1 C, 2 Mil labs, research SB, colonize roid, send a colonizer to HW to build SB when you had the cash. If you skip colonizing the roid, you can have enuf money
[quote]you get VERY LITTLE bang for your buck for Entrenchment/Diplomacy. A few new units, a bit more tech.[/quote] How do you figure THAT?!! Thats pure BS! I got tons of bang for my buck with Entrenchment. Hours & hours of additional play for that measly 10 bucks. Entrenchment was/is like a whole new game! Very worthwhile! I also expect Diplomacy will be equally worth the meager $10. I can't believe you are even bitching ab
[quote]As far as sheer damage, siege frigates are the better deal than capital ships. The catch is fragility; siege frigates drop like flies if attacked by fighters or scouts, and are pretty vulnerable to just about everything. As I've said repeatedly, it's well worth your time to invest in a tough siege capital ship. [/quote] Yeah, I know. Siege frigates suck. But, often you have no choice. Still, I am looking for some direct comparison, as to which is the quickest?
[quote]I'm just curious, as someone who plays with locked teams. Is there going to be anything in this expansion that will be of interest to me?[/quote] Yeah. Somewhere I read that feeding was going to require research. That change alone could mean a huge change in rushing, and make things much fairer.
Whats the most effective way to siege a planet? Or whats the quickest way for comparable cost. How do the different Cap ship siege abilities compare? Lets say 4 Siege frigates are equivalent to a Capital ship in slot cost (56), and dollar cost. How do they compare to some of the Cap ship siege abilities? According to the published stats, both the TEC & Advent siege frigates do 20 "damage" to planet. The Vasari one does 23. Various Cap
[quote]The enemy then builds ONE culture station at plannet C, which give it a culture rate of 10. This is enough to completely counter my culture, and plannet C goes back to 100% allegance (was enemy homeworld).[/quote] Since there are only 2 phase lanes out of C, then this would indicate a culture rate of 5 versus your 16.5. (5 is derived from 10 spread rate from 1 media center, divided into 2 phase lanes, 5=10/2). [quote]I don't know the exact mechanics of cultur
[quote]Don't forget the bonus armor from Energy Absorbtion on the level 10 Radiance. Still, the total stats does not indicate which ship is tougher...it depends on the situation.[/quote] Ok, Yeah, I agree. I should have said: The Kol has the highest total Hull+Armor+Sheild, rather than the "toughest", at all levels. And I'll concede that stats-wise, they are all roughly comparable at level 10, not one "easily" ahead. (And, as I mention at the link, shields
[quote]The big problem is the crew upgrades. Those push up the price of any new capital ship (replacing an old one is another story) and make it impractical in most cases. [/quote] Darvin, I agree completely. Maybe this is the area that needs to be tweaked to lower capital ship costs. [quote]I personally like to buy my capital ships early on. This means there's still militia close to home to kill and level up my capital ships... and you get a mid-level cap
[quote]Do check this out: Kortul: 2650 hull base, +115 per level = 3685 at 10. 1425 shield base, +165 per level = 2910 at 10. Kol: 3000 hull base, +120 per level = 4080 at 10. 1250 shield base, +135 per level = 2465 at 10. Radiance: 2200 hull base, +90 per level = 3010 at 10. 1750 shield base, +180 per level = 3370 at 10.[/quote] Chris, I did a similar <a href="https://forums.sinsofasolarempire.com/
[quote]I have to admit, the teaser info sounds really underwhelming so far. Improved diplomacy options only really benefits single player. Team games and co-op vs. the AI will be totally unaffected. [/quote] I disagree. We don't know this yet. Diplomacy could greatly benefit UNLOCKED Multi-player team games, and make them very interesting. Diplomacy may actually revive, or boost the Multiplayer community. Less time & hassl
And then, the Advent have tier 8 Military research: "Mass Transcendence" (Cost: $1800 350M 500C + labs' cost, coz this is prolly the only thing u'll need those labs for). Mass Transcendence helps Cap ships gains experience up to level 4. What about it? First upgrade gives .92 exp/second to level 2, plus 25% bonus on exp gained. So 55 exp/min., meaning ~4 mins for Lvl 2! Second upgrade gives 1.83/s up to lvl 4, + 50% bonus. So
Gaining Capital Ship experience, and leveling them up, is a tedious process. There simply isn't enough experience available to go around (Esp. with mulitple Cap ships). You can buy additional levels, but it is costly. In the early game, few online players purchase levels. Just how costly is each level? (Exp = Experience) Lvl Ttl Exp Exp Need Cost &nb
[quote]If you can't find it, try searching your hard drive for the folder "Ironclad Games". [/quote] In Vista, when searching for "Ironclad", you'll have to also choose to do an 'advanced search', with the box for look in HIDDEN FILES checked. I downloaded the map pack last night, and got it working. Thanks Whip. I was confused about the copying the Targa files. I think your instructions there need a little clarification. I didn't realize th
[quote]Heavy duty smurfing has already been killing pugs... It would have been nice to have some incentive to stick with one or 2 names but that ship has sailed... it sucks to have stacked teams because of smurfing. It ruins the game.[/quote] Diplomacy could change (or at least help) all of this. We can start playing more UNLOCKED teams; where you chose teammates as you go/play (and/or change teams). Try it. Even now, it can be interesting. I p
You can just turn off cargo ships! That's what I did. No real reason to see them in action, unless you want to blow them up to level up your Cap ship (and barely scratch his trade). Go to: Options > User Interface > Show Cargo Ship Icons. Uncheck the box.
[quote]Epic Game or Epic Gheyness? You decide. Was this game an epic come-from-behind win or was it a case of epic gheyness where a team refuses to quit because they think they can win it?[/quote] Nice replay Whip, I enjoyed it. Epic selfishness where teammates refuse to feed. Whereas the winning team cooperates together. ArchNemesis is in the eco slot, goes strictly military, rarely feeds, and then unbelieveably doesn't redesignate his homewor
[quote]This game proves that 'it isnt over till its over'[/quote] Sunny, the game minidumps mid-way. So it doesn't prove much.
Yeah, now you have to pay, each time (the old version was free - before the nerf). But make sure you have lots of fleet slots open. Because if you don't, it will only fill what it can, but still charge the same amount, and rip you off! I learned this the hard way! (Easy mistake to make, if you have auto activate on).
The number of active game depends alot upon the time of day. Fewer games in the early morning, more in the afternoon/evenings EST. It says that I can't host either, but if I turn on Alloy, I find that I actually can! So try it out. Peak hours will have up to around 150 players online... but mostly in games. It will list the number of games available to join for both Entrenchment and the original "vanilla" Sin. But it will only show your version of
[quote]They all have to have the same cost with the way the current system is, and I don't like the idea of making them cheaper. Currently they run the cost of about 5 Kodiaks.[/quote] Raging Amish, and what is the fire power of those 5 Kodiaks compared to 1 Cap ship? About 3 times more? And is the cost really comparable? When I get some time, I'll caclulate a comparison. As it is, almost nobody builds multiple Cap Ships in online Multi-Player games because i
Ok, I've finally gotten around to reading this all. Great job Kitkun! The most writing I've ever seen from you! He He. Regarding the current debate, I think the simple solution is: MAKE CAP SHIPS CHEAPER! Some how. Some way. That alone, would make more of them MORE VIABLE. Right now, it is simply too expensive to rebuild another Cap Ship Factory, pay for research for more Caps, and then pay for the expensive ships themselv