Vasari:You mean they HAVE something other than space eggs? Oh ... space egg(Jarassul Evacuator), then ... whatever floats yer boat. Kortul ultimate mashes big fleets. Really, they are all strong ships, but you NEED a space egg. Nano-disassembler 3 is just so very, very wrong and drain planet is part of the raid a planet win a refund backbone of the Vasari economy. Vasari ships are all highly useful, and ALWAYS useful. None of this situational crap. <
Neurotrope
Cleansing brilliance is a 'tight cone' power that does absolutely hideous damage (even to cap ships) to a main target and takes out a decent number of other ships. I do not believe it is channeled, and you certainly don't have 60 seconds to interrupt it even if it is. Despite the talk of synergies, I have been able to do downright unfair things with cleansing brilliance alone. Also keep in mind the other 3 powers of this ship. Detonate antimatter, which takes out anoth
In my own testing, I did not find them very useful for actually DESTROYING defenses. Perhaps I was running a different version at the time. That said, yes, they do damage on top of what they disable, and that is notable also. Never found it added up in the version I was playing enough to make a difference. Generally, I had to fire it, have my ships show up 5 seconds later and level it the old fashioned way while the defenses were down. Still, if you can get enoug
Automatic doors in a fighter craft? Sounds pretty high tech to me. If you got those, you'd need some of them flashing lights and touch panels, and big red lights for red alert, and ... (it's waay too late. Sleep time)
Culture spread is reduced when going through planets. TEC has a tech that allows that reduction to be less. Advent just have lots of culture increases and a superweapon which flings a big blob o' culture at a planet. Vasari have SFA one culture structure every few systems is fine for the back lines. Your 'front line' generally needs a few culture centres per planet (if you plan for it to be your front line for a long time). Having your capital nearby seem
Aright, time to bring a few things back to the past so we can understand the arguments against the future. 1)people did not believe the 'horseless' carriage' (car) would ever make it to common use. 2)people did not believe the airplane would ever make it to common use. 3)people did not believe that the aircraft carrier would be considered a replacement for the battleship (which it currently pretty much is) 4)IT WAS BELIEVED THAT STEALTH TECHNOLOGY ON AIRPLANES
Superweapons give you an edge. In a slower game, it is a large edge. In a faster game, not so much. That said... Deliverence engine:15% extra firepower wherever you fire them at. You can also barrage someone's homeworld (with about 3 of them) dropping not only homeworld loyalty, but that of all planets that get more than minimum 25% or whatever it is. While this can eventually cause everything to decolonize, it more importantly hits their economy pretty h
[quote who="Venym1" reply="3" id="1908345"]p.s. Banning dissent and drowning your boards with promotional adverts won't fix the problem either. Writing large amounts of political, face-saving trash is a waste of everybody's time—your time to write it and our time to respond to it.[/quote] While your views on this are not only specific, but well thought through, there are a great many of us that strongly disagree with many of (though not always all of) your conclusions on these
[quote who="Ron Lugge" reply="15" id="1787712"]To equate my position as not wanting to step away from command prompt text games is pure madness. Or the power of analogy, with a touch of hyperbole. Which is to say, rhetoric. All I'm saying is that your arguing from the perspective of "change is bad" -- and that's rather ridiculous.[/quote] I agree with your statements, but given these statements, your avatar (chosen from Final Fantasy (1)) is somewhere between humorous and
So you have RA work like the superweapons. You activate RA and pick a target system. The allied fleet arrives, gets it's marching orders, and ONCE it gets to the target system starts attacking. If you can not find a way to use that to your advantage, you kind of suck. It allows you, if you use it properly, to field a larger fleet than your opponent. Yes you have to pay for them and no, you won't get direct control, but if YOUR fleet is attacking, the extra fodder
[quote who="screwballl" reply="4" id="1877685"]I rarely play online anymore because it seems most of the players out there have some sort of super fast building capacity hack... I am sitting here waiting on resources just to build a few ships, one or two buildings and they have 4-5 times the fleet and 4-5 planets to my 1 within 15-20 minutes. It is like this almost every single online game I have been a part of. [/quote] If you build a single capital ship, early, it will let you
[quote who="ddade13x" reply="17" id="1801824"]Sorry, must have missed the announcement. Scientists have found another Earthlike planet? Last I checked they have found "Planets" But no earthlike planets. Scientists require proof for a theory to have legs. So far, no proof=no legs.[quote] We do not have absolute irrefutable proof that there are other 'terran' planets out there, in part because our ability to find and analyze planets at the ranges we are doing it at is almost pitifully b
Seen the fabled space ponies 4 times, twice with achievements on, twice before that... and my achievements are still blanking, heh
I have noticed that if you have a peace treaty (and likely the same for a cease fire), your culture does NOT diminish theirs and visa versa. Culture lines happen between planets, but their culture does not go by your first planet nor adversely affect it and visa versa. Also, it takes a LOT of culture for a planet to be abandoned. It takes considerably less to make it uncolonizable for the enemy (or to render something colonizable with a superweapon hit). Unlike GalCi
There is probably still SOMETHING left alive, even if the crystal is cracked, though perhaps not. On a related note, the computer opponent (only noticed this on hard difficulty) HAS in the past put bounty on eliminated players.
50% *cringe* no wonder 90% of the time it's used, i'm activating it manually (at great cost to screen space if there are like 50+ of them). By the time it's at 50% hull, the writing is on the wall, it's a splat mark waiting to happen. I shall have to change that.
How to deal with culture issues:Upgrade your culture spreading tech. Put up culture structures Also... Advent:move your capital closer to the front lines, build culture near the front lines. Build your superweapon, bomb THEIR front lines, bomb YOUR front lines, bomb their capital. Just ... keep firing wads of culture at strategically important location on top of the culture structures. Deliverance can be YOURS! TEC:Build culture structures ... lot
[quote who="Major Stress" reply="23" id="1899559"]That is why if you are a Vasari player you need to hit TEC hard, and hit them early, because if you let them get their economy tech's they will be able to out build you, and overwhelm you by sheer force of numbers. Its like dealing with a swarm of bees. One wont hurt you, but 1000 will.[/quote] Exactly. Even the THREAT of the TEC economy limits their opponents' options. You NEED to hit them hard or if they went econ, t
In a multiplayer game, it is HIGHLY unlikely that number will be and remain negative for a significant amount of time. I suspect it was a programming decision (one which may be reversed if it is found to be too abusable). It is currently the ONLY way to get a negative fleet remaining without having cued research for more max cap (and even then you can only CUE, not build the ships in question). While it is abusable in single player, it is generally not considered game breaki
I am assuming we can fit ample power STORAGE in a small area (the power does not even have to be generated for a fighter, only stored). If our craft are in a constant gasoline crisis, I highly doubt they will be shooting lasers at each other and blocking them with shields. On the subject of power, there is another reason for fighters. IT IS MUCH EASIER TO PRODUCE POWER IF YOU DON'T HAVE TO WORRY ABOUT THE AREA BEING SAFE FOR HUMANS! This is the case for fission reactor
You play the campaign once, maybe twice, HOWEVER, the content, if the campaign is well crafted, affects how you see the factions when you play them. I like a campaign that adds life to the backstory. I also like, perhaps as much as a good campaign, faction specific and/or plotline driven events that significantly affect outcome and are related to backstory. If the Vasari put up warp tunneling devices, but there was a chance that something dark could come rampaging through (n
Another notch in the belt of the advent superweapon. You fire it, at SOME POINT, you will get benefit. You will never get hosed by it, and at worst, you cost them some loyalty and thus some income.
Perhaps, on this note, the 'victory' screens could use a little bit of the bittersweet. A bit of the "you, the Vasari, have taken crushed the opposition and locked down their planets. Things are going well. It should be a time of celebration ... but there is one thing that still unsettles you. Why have the and colonies fallen silent. Surely there are no more rebels here to pacify.
RTS games definitely have a certain level of stress involved. Sins is fairly good AS RTS GAMES GO in that respect because the interaction is more ... indirect. You are more issuing orders and less micromanaging every unit. That said, good micro in a big battle can turn the tide of battle. Making sure. Volatile nanites, followed up by disintigrations to start the chain reaction going quickly, sear it all in with some AoE and voila! Ship goulash flambe!
Actually... I would prefer that SOME autocast powers used a little bit LESS attempts at intelligence. If ANY Vasari craft I owned with integration would autocast it the MOMENT they hit, say, 50 HP under max, i'd be happy. Similarly, if they autocast it based on ANY hull damage that was not AoE i'd be absolutely thrilled. No attempts to wait until they're in real trouble. By that point, they're not going to get 40 seconds of healing done before they blow up. It'