apricotslice

apricotslice

Joined Member # 3259980
13 Posts 238 Replies 275 Reputation

If the enemy has 9 capital ships then you need 12 imo. At least match them on carriers, but have more if possible. From the sounds of things, you need at least 2 of each capital ship, 60+ carriers, 20+ flaks, 50+ HC's and a mixture of the others. Some Robot ships will help with hull repair, Dunovs with shield repair. Also, how are you for research ? Have you researched all the shield and hull and gun upgrades yet ? Have you upgraded the Capitals to level 3 at least and assigne

3 Replies 2,286 Views

Raiding the culture centers is only a short term thing since they will be rebuilt pretty quickly. Scout the planet, determine how many they have, and build more at yours. If you cant build more, put more on the planets that phase line to your vulnerable one, so their culture supports it. Once you get a culture problem that endangers a planet, you need a lot of capital ships to repel it properly, so its not always an answer either, unless you are staging a large fleet there. Ca

16 Replies 17,131 Views

It sounds like you need to downgrade your games a while until your ready. If you get all aggressive hard AI's, it wont be easy. Start with locked teams and let the AI's fight amongst themselves. I'm not sure why the 10 team diplomasy thing was ever included in the game, and unless you like chaos and being ganged up on, I think its better to turn it off. The games back plot says all 3 are enemies, so thats how I play it. Within a race, they are freindly to each other, not

14 Replies 7,760 Views

Its easy enough to change the gauss to anti fighter. Theres a one line command where you change false to true and it will then fire on anything that moves. Shields can also be specified by changing the 0 to a value. You could probably do these in the existing research parameters if you wanted. I upped their hitting power, range and ability to hit fighters and bombers. Didnt bother with shields though, and havent actually lost a lot of them yet either. When the

9 Replies 5,794 Views

Use a bigger map, with less enemies and fewer phase lanes. Just because a map is designed for 10 enemies, doesnt mean you have to have them, remove half. This will give you time to do things before getting into big battles early on. If your betting beaten by normal AI's, use Easy's ! Nothing at all wrong with playing easy until you figure out the basics of the game. Amassing a force, is dependednt on how fast you make money and accumulate rsources. That depends on your researc

11 Replies 3,792 Views

2 capital ships against 1 will always win, simply because of main guns, or had you forgotten that the carrier has guns ? The squadrons are actually incidental imo. 2 capital ships on their own are vulnerable ! I'm not sure what sort of raids your getting, but I'd never leave 2 capital ships alone.

6 Replies 3,594 Views

A link to your post would help, as I for one have no idea where the "starwars mod section" is. Better still, just repeat the question here.

2 Replies 1,836 Views

Space games, particularly the real time ones, do tend to have a really big learning curve. There is worse than Sins out there, beleive me ! :) X3 for example is incredably difficult to learn how to play, and literally has dozens of guides written on how to play it without going mad. Sins by comparison is actually quite simplistic ! The best way to learn is play. Expect to get killed in the first few games, and just ask questions about why. Why can they build so many ships when I never

11 Replies 6,504 Views

How the game is patched can make a big difference to some of these bugs. In past expereince, I've seen bugs in the early versions continue into later versions, but those who installed the later versions instead of upgrading from the original using all the patches, didnt have have the same problems. In this case, it could be that upgrading each patch, doesnt actually fix the issue, where going disc version straight to 1.05 does work. That would account for why I havent seen it,

17 Replies 34,770 Views

Its easy to test for trade and refinery. Put 1 on one planet, put 2 on the next, then 3 on the next. Then compare the income from the drop down list. :) There is a practical limit for refineries though, since resource asteriods only support so much activity. But that does vary according to how many resources are around. Culture centers are different though. I try to put 1 on all planets. But a planet next to enemy space may be vulnerable to enemy culture. On those, ass

2 Replies 8,967 Views

If you are using raids as diversonary tactics, then fine, I guess you play maps where that is possible. I still honestly dont see the point, even of using them for diversions. I just hit them hard and wait for them to run. Why bother diverting them when you can make them run ? I tend to play maps with minimum phase lanes, so there is nowhere to run a diversion to. Playing kindergarten games btw doesnt win you any freinds, or build any credability. If your goi

15 Replies 9,173 Views

[quote]An enemy fleet isnt gonna stop a raid of 20 lrf before they take out their designated targets. [/quote] If they have 100 squadrons there, then your 20 lrf are toast. Besides, whats the point of taking out the culture centers, when they can be rebuilt so fast that you wont notice any interuption in culture spread. Raids are pointless imo. You safeguard your own planets until your ready to take an enemy planet, not do suicide missions for no point that just waste

15 Replies 9,173 Views

Some idea of what you propose to do might help with the advise you need. How big a mod for example, covering what aspects of modding ? And what sort of advise do you think you need ? How much of the work are you going to do yourself ? My experience so far of Sims modding is that unless your planning a very ambitious mod (like changing all the ship models), then you dont really need a team, one person can do a lot. But if your getting into really changing every

9 Replies 4,331 Views

At the point where your empire nudges up against someone elses, you need more culture centers. I've had 3 on a planet and still almost lost it, because the next planet along had 5. When I added 3 more, the situation reversed, but I was down to 3% before the situation reversed. I've had 8 on a planet, using all its civilian slots, and it kept the next planets along from being colonised. But thats rare to be able to build that many. The other thing you can do is put mor

15 Replies 9,173 Views

I've never had it happen either. But I have to note that I abanndonned using fleets. I got so sick of giving one ship in the fleet a special mission and having the whole fleet jump after it, that I just use the number groups now and avoid all fleet buttons. Things work much better without fleets. Especially having more than 1 fleet in the same gravity well.

17 Replies 34,770 Views

Interesting, thanks. So you create a new ability, assign it to a ship, and what....manually activate the ability when you want to use it ? Update on existing version : The game now crashes. I'm assuming this is when the vasari enemy does the research for the phase gate. Or the gates become active finally. Not a good sign either way and no real clue as to whats triggering the crash. 2 areas to try now. Going with a ship ability, or deleting the research from the current

18 Replies 17,407 Views

err....so having the frigate in a fleet allows you to create your own jump line ? I'd still like to see the code, as I just cant picture what you have done. But it sounds like something the Command Cruiser could have. I'm about half way through my test game now, and there is no phase gates still. So something is wrong still. I still think there is a missing link.

18 Replies 17,407 Views

Now I know about that, I target the capital ships and get them to flee :) Saves on a lot of losses taking a new planet. Kill enough capital ships to get them running then let them run and take the planet instead. Only time you end up having a stand up fight is when they have nowhere left to run ! :)

16 Replies 28,385 Views

The range is limited, so jump it in, right click on the resource to get it to go there, and set the ability to enabled by right clicking on it. Or click the ability and target the resource. It does sometimes take time to do.

2 Replies 6,822 Views

Yes. Research, buff and ability files all in sync with each other. Are you sure yours isnt limited by an enemy needing to research the ability before yours will work ? I'd be interested in seeing the files you changed if you could email them to me.

18 Replies 17,407 Views

Ok. Reasearch is there and researchable. Phase gates built on 2 planets. No jump ! :( Neither planet shows that its a phase node. I've waited 20 game minutes for them to activate. Nothing. What else can be missing ? There must be a link between the research/gate and the phase node message on the planet info, but for the life of me I cant find it. Anyone ?

18 Replies 17,407 Views

Choke points by my definition are where the phase lanes lead to a few key planets, which then must be visited by an enemy in order to reach the rest of your planets. These are then heavily defended so that the enemy cannot pass. By this definition, choke points occur mainly in games with the fewest phase lanes. For example, you could have a 100 planet system, where only 4 phase lanes lead from the sun, and each of these arms contains about 25 planets that are mainly connected with only

5 Replies 1,896 Views