So in my case, destroying a few trade ports can lead to more income then? I'll have to try this out later when I start a new game sometime. This might help solve some of my economic problems when being bashed on by multiple opponents.
garv222
I understand the basic idea of how trade ports work with the longer the route the more lucrative trade ports will become. What I'd like to know is is there ever a situation where destroying a trade port will actually be worth more to your income than keeping it there? I've noticed the computer should pick out the longest route that is available to your empire, but if you make a specific effort to make it wind in a snake like pattern through your empire rather than going through it
[quote who="Sanic_7" reply="7" id="2118741"]Genius post. I do think vasari starbases should need an upgrade+research to begin moving. Or the move speed should be extremely sluggish and allow it a large increase in speed via upgrades. [/quote] That's what happens when you play SOASE into the early hours of the morning playing those "5 more minutes".
I actually like light frigates early game as advent when I play the AI. Sometimes my early game economy on a small map doesn't allow me to effectively tech up to illuminators or time doesn't allow. I use the basic idea of " If one of yours is worth 3 of mine, then I shall bring 10" idea. The steal anti-matter too sometimes to keep the progenitor anti-matter reserves full. One of my main goals playing advent is to tech up to the guardian. It helps to absor
[quote who="sawakaki" reply="16" id="2113883"]Speak the same language, understand nothing..... lol [/quote] When you lose a control of a planet, any leftoever structures you have their still occupy logistics slots. For example, let's say you lost control of a volcanic planet with a metal asteroid. If someone takes over the planet, they can't build a new mine there because you're mine is still taking up the space. The same thing applie
I wonder if there is any way to make the firing of the marza more like a cone instead of a circle. It doesn't really make sense for the marza to fire at targets in a 360 degree arc while it can only fire forward normally. It should fire forward with slightly increased range as it's main firing range but it should be able to saturate an area/target with missles in front of it rather than around it. The amount of waves should be cut down with a slight boost in damage. Th
I'd gladly give up 10 DPS for phase missles. There was some post a while back explaining how effectve phase missles really were due to the fact that since they bypassed shields, they also bypassed mitigation. I think it worked out to a roughly to be about over 20% increase in DPS.
I've actually tried the arcova strategy before to try raiding against vasari AI. You really need ALOT of them. That phasic barrier thing really makes them alot less effective. If you wanted to blow up one or two key buildings it might work, but blowing up buildings through out multiple planets definitely didn't work out for me. Waiting for the barrier to wear off also isn't really an option if you want to get out of there before a fleet arrives.
The marza's is a game winning ability if it goes ignored. I believe 2 marzas firing missle barrage will kill any ship but a capital ship. It has a large radius and hits all enemy targets in that area. I wonder how many missles they have in there anyway.... The desolator's missle swarm isn't too bad. If I'm playing a game as a vasari, I usually get a few of desolators into their own fleet and use it kind of as a flanking punch to my main fleet. I'll usuall
Subverters in large numbers are insanely effective in large numbers. I recently played against 6 unfair AIs on the map Maelstrom, which is currently my favorite map to play. Vasari have a hard time dealing with kodiaks and hoshikos because the kodiaks can get right in your fleets face and blast away. Then the hoshiskos repair everything and everything just goes to hell. I finally built some subverters and my war with that TEC turned around completely. You
[quote who="wnmnkh" reply="20" id="2106489"] Quoting transitive, reply 17not for nothing but... a Vulkoras kills planets faster than a Marza. it has 2 upgrades that enhance sieging. or if you wanted to go the other way with it Phase Missile Swarm is a better direct damage ability than Radiation Bomb. i'd say the Vulk was a much better ship in every way except for Missile Barrage, which as we know, is quite ridiculous. See, the problem is that Vulk's dps is lo
[quote who="mbaron888" reply="4" id="2102141"]How many turrents do you build? You may find that turrents act as more of a deterrent than hanger bays. I focus on repair bays and turrents first. As a matter of fact I've not built hangers at all lately. Here's a thread about playing against the AI that I've found useful. https://forums.sinsofasolarempire.com/341840[/quote] Pre-entrechment, this is pretty much the idea for deterring fleets. Against a real fleet
I think adding such a ship would radically change how players prioritize the use of capital ships vs normal ships. Before you could introduce something like this, you would need to increase the power of all capital ships and then re-balance them with the rest of the game. Then you can more effectively introduce a middle ground ship which is what I suppose a mega-cruiser would function as. I also think having a normal ship, which is what this would be, able to gain levels cou
I think it depends on what you're trying to accomplish that makes a starbase more valuable. I like having the advent starbase inside a star's gravwell because you can build 4 in there. You can clog up one side of the star with 2 starbases and flying past them isn't really possible because of the disorientation. You can't do that with a vasari starbase. In fact if you did plug a vasari Sb in a star, enemy fleets would probably just fly past you since the things move so
I'm not saying the fleet didnt get damaged, only that the damage it suffered was quite minimal. I'll try it again sometime with 10+ kosturas when I get a chance. Although the new AI doesn't hoard a large fleet together like it used to.
[quote who="Cykur" reply="7" id="2098458"] (But do superweapons destroy anything, other than planets?) 6-7 Kostura strikes in rapid succession will pretty much destroy everything in a gravwell except a Starbase ....maybe a capship.[/quote] How much dmg does a kostura strike do anyway? I haven't had a chance to build more than 4 kosturas since I was playing 1.05. Last time I used 5+ kosturas on a single planet, I had destroyed or critically damaged
Are we talking aboout a starbase with a fleet backing it up or just a starbase? I tried out adjudicators and found I didn't like them. Costly and low damage to single targets. Though 5-10 of them could probably rip through a line of turrets in short order. I found the best way to take on a star base was to take it on just like any other fleet. Form up a battle ball with guardians and try to minimize losses with support ships and abilitities. Two radiance ba
Personally I like long games, but not all at once so MP is pretty much off limits to me. A hard choke could be broken in a large game with many consecutive kostura rounds though.
[quote who="LansecAlting" reply="18" id="2096411"]garv222 - I find that some capital ships' abilities do not work on starbases. Examples such as the Antorak Marauder's Phase Out Hull ability doesn't work on it ( T_T ), but the Jarassul Evacuator's Nano-Disassembler and the Skirnatra Carrier's Repair Cloud do.[/quote] Hmm, the starbase did say abilities disabled... so I'm going to just assume it does actually stop Last Resort. I typically play single player so I ca
Ran into a fully upgraded tec base earlier today in a game and I was in a panic as I realized that thing could blow in my face. Then I remembered that I had 2 radiance battleships which could alternate fire their detonate anti-matter. Can anyone confirm if this ability will stop Last Resort on the TEC starbase? If it does, Last resort just got a whole lot less useful in my eyes.
Some of your points I agree on and some I don't. I actually appreciate the automatic repair ability of the vasari SB. Combined with the deflector shield and a rather high armor rating, that thing simply refuses to go down sometimes. Not to mention it could pass by local regeneration bays for another 15 hp per second. I can't say much for the advent culture broadcast because I don't use it either, although I know someone on these forums love them...just can't remember w
If you know where the mines are inside a grav well where you want to jump, manually adujust where you ships make the jump into phase space, which changes their arrival point as well. Jumping into a group of mines is dangerous, stupid and just unneccesary. Strikecraft, flak frigates and I find illuminators are all good at clearing out mines. I believe the scout only needs to stop to trigger their detect mine ability, or that's how it works for me.
Or give it an explosive anti-matter depleting effect. I think I stole that idea from Warcraft 3 with the exploding wisps.
In your particular case the AI built the exact unit they needed to counter all your carriers. All your strike craft do reduced damage to his light frigates and his light frigates do bonus damage against your carriers plus you can't outrun them. I recently played and advent game against 5 Hard AI's where 4 of them were allying against me. Usually I try to tech up to illuminators, but I realized I just didn't have the time nor resources to wait for it. Instead I just kep
I thought mitigation was a simple calculation based on how badly the shields were damaged. Pretty sure I read somewhere that it didn't matter if 1000 ships or 1 ship was firing at a single ship. As long as a certain amount of damage had been dealt to the target, mitigation would rise.