I recently got back into the Sins scene when I heard about Rebellion; I'm beginning to remember why I loved this game so much. Let's see... going through the thread, here are the suggestions I support (in order of appearance), with my two cents added (please note: I am an idiot, so take my suggestions worth a grain of salt): Streamlining the empire tree -- fix the jumping around, allow it to be enabled/disabled, finer control over autopinning, etc. Mak
Frostflare
What Deceiver said. Congratulations! For an extra challenge, I suggest incramentally increasing map size, as well as the number and difficutly of opponents you face. For funzies, try to cultivate an AI as a friend, to learn how to use Diplomacy effectively. The various missions they give you teach you how to mobilize your forces and hop around the solar system, giving you a better sense of which research to prioritize and how to get multiple fleets in gear.</
Cost-benefit, my good man. Kodiaks shred things on their own; Hoshikos permit them to survive long enough to do so (both by healing them and by shutting down enemy units, in certain circumstances). Cielos help your existing units shred things a little faster, which, if you think about it, is just like adding another few combat ships, regardless. So, if you think about it, either way you're just improving the stopping power of your fleet. Now, if Embolden provided a b
Darvin, I say this with all due respect, but I'm new enough to this game that the very idea of intentionally blowing up one of your own starbases boggles my mind :P I mean, if we build them just to blow them up, why don't they give us gigantic cloakable space mines instead? As for the TEC's economic warfare techniques, they rely on either being inside TEC culture (good luck with that against the Advent!) or they simply feed the bad guys free experience. Oh, sure, they can
Welcome, welcome, newcomer. I have a lungful of advice, and most of it's wrong, but I hope it helps anyway. :P 1). Figure out who you like to play! Do you like having a big, sturdy fleet with few synergies, strong early-game options, the best repair units around, and strong economic support? Play TEC! Do you like having a fleet with several synergistic options, really sleek and well-designed units, and the ability to field a nigh-impregnable "battle ball"
[quote]If they follow you, they are now fighting on your territory. TEC has the best Repair Bays and your Starbase can support your fleet with heals and antimatter regen. Furthermore, you will be fighting in your culture which gives you more antimatter regen.[/quote] All of this does nothing to prevent them from laying mines over your fleet, locking you down, or knocking you across the gravity well. Even with a starbase at your back, that's gonna hurt. Also, they can just
[quote who="DesConnor" reply="17" id="2543741"]The second expansion appears to have done for Insurgency what the first did to Novaliths... however we are working on the Dimensional Cascades project. It's a new style of victory, like the Wonder in AoE2, where you have all the labs of both types, and possibly one or more artifacts, you can build a ultra-deadly Monolith that takes vast resources and ages to build, but is an instant win if completed. No more jokes in t
[quote]Level 6 Akkan with Armistice is perhaps TEC's only answer to the higher-level support cruisers of the other factions (of course, the unfairness of needing a level 6 capital ship to match upgraded cruisers should be obvious). Armistice provides total invulnerability to the fleet around the Akkan, enabling you to cancel out virtually any ability, and redeploy or retreat with ease. This also renders you immune to special abilities, including phase jump inhibitors and starbase
Double post >.
....wow, that's really kinda depressing. [e digicons]:pout:[/e] Is there any GOOD news? Does the TEC have any advantages besides armor and besides being excellent in a "support role" late game? Because if they have no non-support advantages, it kinda sucks to be them 1v1. I mean, from what you've described to me, all an Advent player has to do is choose the right pair of capital ships and then spam Illuminators, Guardians, and whatever else they need.
I'm pretty sure all starbases come with an upgrade that gives them a weapon system with improved range over their other weapons systems. For example, the TEC starbase second weapon upgrade gives it a missile attack which has longer range than the other weapons; I'm unsure about the range of the beam weapons versus the normal weapons. The second Vasari upgrade adds a phase missile weapon to the base; this is probably longer range than the others. Interestingly, the
I actually used to use the Akkan as my first cap, but lately I've started using the Sova, and OMG, I don't think I can go back. The Sova can counter almost everything (and I do mean everything!) in the early gravity wells with frightening ease: for the Cobalts, it uses missile platforms; for the siege frigates and LRFs, it uses fighters; for the Kodiaks, it uses bombers. The Garda's aren't really a problem either: you just destroy the LRFs or Kodiaks right away (siege frigates are
Feel free to extrapolate all you want -- I certainly won't stop you. [e digicons]|-)[/e] [quote]That said, I wouldn't go so far as to call Vasari the "underdogs" of the current version. [/quote] I meant strictly from a lore perspective. I mean, seriously: they had an empire -- though oiled by the blood of slaves, it was still an achievement of sorts. They screwed up and developed (released?) something they shouldn't have, and now they're on the run. T
I put your suggestions into practice against a hard AI in Diplomacy and had great success (I was trying to win a diplomatic victory, so I deliberately kept my fleet size small: one Sova and a small array [around 8 or so each] of Cobalts, Hoshis, and Javelis). Not only was my economy strong the whole way through, but I started learning the more pressure-sensitive areas of economic development in Sins. In addition, I did exactly what you just told me to do about defense (before you told
[quote who="dragoaskani" reply="2" id="2542431"]This is a quote from Annatar11 on how it works in a thread a few pages back. (Search function is your friend ya know...) "Diplomacy points are gained when a player's total positive relation bonuses with all other players are greater than the penalties. So, say, if in a 4 player game you have a total of 23 positive points and 18 negative, you'll be gaining points. The greater the difference, the faster the rate of gain. So if you
I thank you, kind sir, for the thorough reply; I look forward to putting these suggestions into play. [quote]Just one quick note: try to avoid calling extractors "mines". We actually do have an explosive mine unit now, so this can cause some confusion.[/quote] I actually thought about that while writing the post, then said to myself, "Nah, they know it's the early game, nobody builds mines then." Heh, I should have acted on my perfectionist impulse. [e dig
At this point, word of mouth is probably their most efficient option. TV marketing is expensive in ungodly ways, and you have a very specific target market. Viral marketing is difficult to pull off correctly, since it relies on saturating the infosphere with hints designed to capture someone's attention, but can backfire if they say, "WTF is this?" Also, marketing tends to work BEFORE a game is released. Since the game is kinda past tense, they have to rely on review
Okay, so I played Vanilla and quit right after 1.05; I took a year off to focus on school work, but with the arrival of Trinity, I decided to take another shot. I was never really good at the game before; I'd rather like to be good at it this time around. To that end, my question: what are the major build priorities in a small map? I'm not talking about strats; I'm talking about the fundamentals of playing the game competitively. I usually play TEC (I rather li
Okay, so this is gonna sound pretty stupid, but I can't for the life of me figure out how to achieve a diplomatic victory. I tried playing as TEC against an Advent normal aggressive AI, and by the time I had 12 diplomatic points, the Advent AI had 124! Here's how it goes: 1). Build fleet for "creeping" and defense 2). Research Envoy and Envoy abilities; do research that appears to give you a "diplomacy bonus" 3). Deploy Envoys to systems bordering on Adve
Thanks for the input, guys -- keep 'em coming! There are still unanswered questions here.
[quote]The Almighty Space Egg, is the vasari colonizer capship-> evacuator - it looks like a big egg(commenly used name for it)[/quote] That's what I thought you meant -- but you put "Advent" before it :P Yeah, the Jarrasul Evacuator- I mean, Almighty Space Egg- has some ridiculously good abilities. Is there any other Vasari ship of import? The Kortul Devastator, for example? [quote]Though you should get them aswell, no i mean industrial juganaught and
What you just told me helps a great deal! I had no idea that you should sell 100 metal first. I understand the principle of using Marza as your first ship: 1). Bombardment capability; 2). DPS. But why would that be better than, say, a Kol Battleship, which can tank and knock things out of the sky (but doesn't have quite the Marza's DPS). ...and what the heck is the space egg? And what should Vasari go with first (and for what reasons)? If I un
The title says it all, but I'd like to begin with a disclaimer: I have some idea what I'm doing. I'm a veteran of Supreme Commander, so I'm familiar with the idea of keeping up the flow of units whilst scouting and expanding your territory to acquire Moar Resources. I'm also familiar with the idea that, in general, static defenses are wasteful because the enemy can: 1). Go around them, and 2). They can't go elsewhere. There are always exceptions, of course: pirate r
I don't know if anyone is aware of this bug, or whether or not it's old news. I'm unable to provide screenshots, but even after patch 1.1, Embargo is not properly disabling the phase jump engines of civilian vessels within the gravity well. This only applies to ranks 2 and 3 of Embargo; Rank 1 appears to disable phase jumping properly. Since I was waiting until patch 1.1 to try out multiplayer, I'm unable to confirm whether or not this
[quote who="SageWon" reply="1" id="1976309"]Sounds like a valid bug. You probably should have posted this in the Beta Feedback forum - where it will get noticed.[/quote] I shall do that, though it bears mentioning that I posted it here because 1.1 is no longer in beta :P