apricotslice
Post your fleet composition. In all likelihood, your choice of ships and numbers may have been the issue. I've never had an issue with Advent in end game situations, but I quickly learned to build balanced fleets, and what numbers worked and what didnt. A lot of it is practice and trying different things. So if you post what you had, people can make recommendations to offset any weakness's in tactics. Also, where did the final battle take place, your planet or
That was uncalled for.
Havea look at this in progress Modding Guide and see if it helps. Modding 101 Guide
Fortunately, its very easy to mod :)
Definition time. I classify all planets that ahvent been taken over by a race yet as pirate. Technically, a Pirate base is the only pirates, and the rest are militia, but they are all pirates to me. I've also modded the game so all the militias only use pirate ships. So I mean any planet with pirate or milita forces, and I find that the vanilla is too weak to go far even with just basic militia forces about. I dont think there is a way of modifying the scouting behaviour, whic
Whats an "SD site" ? Havent upgraded since the program always asks me at a bad time and then I forget :) " is the manual quoting button, 7th in from the left on the second line in the quick reply text box area. Normally, you click that, enter or paste in text, then click it again, to get a quote box. Since I always edit any quote down to just the text I want to comment on, not being able to see it when doing the reply is a huge problem. I dont beleive in quoting an ent
I wouldnt deal with them until I was ready to. By that, I mean I had taken and fully developed all planets on my side of the pirates, then done all the research. Use the pirates as a buffer so that you have time to do things without worry of being hit. I'd then produce a fleet maxing out all resources, and when all was ready, I'd hit the pirates with everything. 16 capital ships, and 300+ cruisers and frigates, is going to make a mess of any sized pirate fleet. Then yo
The capital ship number is dependent on the how many captains have been trained. Its not a number for the number of ships you can have, but for people trained. So that part is actually in the game. I found Leaders in MOO3 to be a complete waste of time, since they always died of old age or assasination pretty quickly. I cant see a purpose for them in Sins. I dont recall moo2, been so long since i played it. You could add fleet admirals to capital ships, and various levels of t
And no, the quoting failed, so something is still wrong with both quoting by hitting the quote button, and by using the " button and pasting in text. This is Firefox 2.0.0.16 in case thats important.
And the edit button is now missing too. *scratches head smiley needed here* I just tryed using the " option here now, and the cursor moved in as much as if the [quote] sort of thing was inserted into the text, but invisible. testing ...... The styles were fixed Friday.
Thanks kryo. Quotes are now readable again. But quoting in a reply still does not appear to work properly. I hit the quote button under your reply and get nothing visible in the text box.
I dont modify the game to win. I modify the game to enjoy it better. I mod for maximizing my FUN. I mod it to remove all the balance that developers feel a game must have, which just annoys me and detracts from the fun of playing a game. I mod it to remove assumptions I dont agree with and silly requirements. Things like .... Gauss guns should actually be defenses you should worry about. Carriers should actually carry something. Battleships should carry
I tend to agree. For capital ship size, they mount popguns in terms of firepower. I modded in more firepower for all the TEC ships.
All of a sudden, quotes are white text on a light blue background and almost unreadable. At the same time, when your typing a reply, the quoted text is invisable on this white background. (The reading screen may be black, but the posting box is white. White quote on white background is invisable.) What changed and can it please be reversed ? Its practically impossible to quote now ! I cannot find any way to change the forum look, so its whatever is the d
Nice summary :) Regarding culture, I never let culture slow my advance. I just leave a few ships behind to make sure it isnt recolonised behind me (Vasari for example love to jump some ships behind you and try to kill the planet you came from). Preferably with a blocking force in to stop anyone else colonising it, and my colony frigates waiting for the culture to disipate. Depends a bit on the map, but as I tend to play minimum phase lanes, its usually not an issue. Knocking out the r
I gave up on using fleets.
I cant speed mine up without getting a significant lag effect that actually results in everything going slower.
I used to use mainly fighters. Until I noticed one day that without commands, the bombers went after ships while the fighters buggered around doing nothing. Since then, I've been using more bombers than fighters, and get more ships killed faster as a result. I've not noticed the bombers picking targets either, they seem to attack all frigates equally.
You guys are kidding ........right ? Number one is number one ! You outgun, out defend and our produce anyone else. Number 10 is about to get stomped and wasted. Why would you want to be number 10 ?
Meet 100+ of anything with at least 50 carriers, and the larger the fleet size, the more carriers you add. With the fleet your talking about, 100+ carriers ! Then use Alt-select your bombers and target the Illums as groups using the list down the left. Keep targetting them every 5 seconds or so so the bombers keep at them only, until you get them down to small numbers. Unless they have a lot of flak around them, they will be in trouble. If you find this sort of fleet late or y
I just thought of that :) The Akkan has it main guns on the side, all the others have them on the front. You can mod the guns to the side on all the others, but I'm not at all sure the graphics will look right after.
I make my own maps. If you specify 4 rings, with 10-20 planets each, with min phase lanes and short phase lanes (sliders full left), you start out on the edge of the system with a limited route to the center and many choke points. I tend to have a small ring of terrens around the sun, and first one there has to defend them.
Tec has both trade ships and refinery ships, different type of ship for each. Advent would not have refinery ships, so when you switch it to refinery, the trade ships become redundent.
Should be moddable. There must be a parameter in the ships files that says if they behave that way or not, just a matter of determining which it is and changing them all the same way.