My diplomacy version is 1.011. You got the same on? Or maybe this is a hidden Trinity bug? I just downloaded the linked file, put it into the record-folder and watched my game.
maxiwill
looks like i could fix the link. please give feedback if it worked right or not...
Here is my replay from a match with 3 cruel unteamed AI plus pirates. Just grab the planets really fast, build chokes, boom andt tech up. My game will continue to finish teching and getting to the tiresome process of building lots of strong ships and a mega-fleet to conquer the rest of the system and the other suns. Quite a tedious task... The rats did not mind me much by the way. REPLAY ON HTML <
imho stardock did it all wrong! Shield mitigation should only apply to those assets worth the technology investment: - Starbases - Capital ships All else should still have shields, but not shield mitigation. It might be an idea to slightly raise the shield regeneration for frigates and cruisers instead, but in moderation...
Can you still get way over the fleet limit by purchasing RA ships?
Definitely: With a lvl 5 Radiance and Strikecraft-aura lvl 3 you get a 30% attack bonus to strikecraft. Take your time and do the maths: After 4 Halcyons it should be viable to get one Radiance for that bonus.
You definitely want that 16 cap ships lvl 6+ marza fleet. Now that will make pirates pop ...
dont forget antimatter regen in a sun's gravwell :-)
a) lots of flak to protect b) lots of lrm to hurt the halcyons hard c) one or two of your race's carriers or Progenitor and asap Guardian
Yeah, good point Darvin. I just want to add that you will need MANY repair bays as Vasari to heal your entire fleet. Illuminator sidebeams are almost as lethal as their front beams. And only if you have one or two Skirantra carriers, you will be able to ensure the entire fleet gets enough healing to the ships' hull.
Next time bring in a starbase, too. That will help greatly in tanking this lot of rot with frontal shield and armor upgrades plus repair munch-munch.
Once a high lvl cap dies can you use the spirit-revival on all of the following cap ships of the same class? I could imagine getting a halcy to lvl 10, let it die and use revival on the following 10 halcyons... does it work or not?
with two lvl 5 Progenitors and lvl 3 in Shield Healing you can tank a lvl 6 Marza using Missile Barrage. This is not to be underestimated!
sorry i saw your comment about the replay too late, Star!
StarPlayer wanted to know wether it was desync or no... well, now it even minidumped :-)) though it has been at least 10-15 minut
Heavy Cruisers: countered by bombers, some support cruisers Capital Ships: countered by long range frigates, heavies Darvin3, how do you counter HC with hoshikos, overseers or whatever support cruiser is out there? And as for LRM against Caps: works fine with Vasari and Advent, not so much with TEC-LRM. As long there is no anti-strikecraft cap on the battlefield bombers will also do very nicely!
only thing possible would have been to get 3-4 lvl 6 marzas. he cannot counter so many missile barrages at once!
hey minwanabi, don't you ever rush tradeports. Investment is far better put into a second colony-cap IF you have the room to expand. Else: FLEET is what makes the game go round. Just get some planets first if you can, and keep scouting against your opponent!
Simple thing: Repulse 1: pushes away frigates for 15 seconds. Repulse 2: pushes away frigates and capships for 20 seconds. Repulse 3: same thing, but costs less antimatter. (If a "push" also affects capships because of program code, then it should start with 12 seconds). The "repulse" of strikecraft is a Halcyon's task! So two lvl 6 Halcys and two lvl 6 Revelations would be quite a defensive core. Still reachable by LRM though, and that is where Vasari come int
I luv Distant Stars :-) You can do "Go Big or Go home" without having a bad conscience once. Had a lvl 10 tech maxed Kol as well. You would not believe the crazy damage unless you play the mod. And a cap ship that as much more hp than a fully upgraded Advent SB in Entrenchment, eh?
This is why lategame caps are extremely hard to destroy unless you got a 100 bombers/100 heavy cruisers. You definitely need the right weapon type against these heavy-hitters.
Err, the question now would be to calculate something. Because each race would have a certain achievable limit in armor addition. Does it make sense to buy the last two armor upgrades as TEC? Whereas it seems so that the Advent armor techs at lvl 6 and 7 methinks still pay off very well because advent units have a very low armor anyways? To be even more curious: How should one relate armor to the hull upgrades. I.e. which ones first and why?
To "fleet up" properly remember to scout your enemy first. Unless he does not move his fleet in position against you there will always be plenty of time. Preferably get one of the huge planets as a stop to your enemy. Build 3-5 frigate factories and 3-5 repair bays. Then let your eco grow a bit but start saving really massive amounts of money and materials. Once you think your enemy is ready for the attack build an "exact" counter fleet. (Does not work against the real pros like Howe,
R.Amish asked: "Pseudo-Eco I did not have much experience with that yet. But if your party has a bad sweet eco-spot then you absolutely must prevent the enemy team from getting a good one. So my guess would be to build 4 caps, get as many planets as possible around your area of influence and then strike through the middle leaving the pira
With advent the progen really strikes out: shield reg, vengeance and cheap colonization of planets => lvl progen bitch to lvl 3, choose colonize twice and shield reg once. Now get lots of scouts and lf if you got some distance to your enemy. Then kill the siege frigates in each grav well. Then immediately build one-three turrets and then move on with your colonization fleet. (btw: someone like to prog a space colonization like the one for civ 4?) => nough planets to bols