Well, you can always just put starbases everywhere. A starbase with two weapon and two hull upgrades plus a few repair platforms nearby for fast repair speed should be able to hold out against just about anything the AI throws at it. If you don't want to do that, upgrading planet hit points to 6000 is a good alternative. It will take a lot of time for the enemy to bombard these worlds, giving you time to go on the offensive, secure your new holding, then beat back the
Darvin3
[quote]So, I suppose what exactly was making TEC so unstoppably spectacular early-game that they can grind the Advent eco to dust before it even takes root?[/quote] Basically raw power. Between 2-lab trade and the Akkan, they can build a shockingly powerful economy much faster than you. On the military side they have a superb rushing capital ship in the Sova. For frigates, the LRM, Garda, and Hoshiko are all top of their class, relatively easy to unlock, and dirt che
[quote]I never play online lol (partially because I forgot my ICO password and don't know how to retrieve it), so I don't understand exactly how the balance would be affected.[/quote] First, let's start with shield mitigation. When fully upgraded, this can be anywhere from the high 70's to low 90's depending on the unit. Either way, it's a big source of damage reduction against weapons that don't have shield bypass property. Next, you have
[quote]Does anyone actually know what having a decent hull repairing ship would do to the Advent's overall effectivness as a race?[/quote] That'd be a [i]big deal[/i] against phase missiles, possibly moderating the otherwise vicious Vasari vs Advent matchup. I would be concerned about TEC, though. If Advent survives to this stage of the game in relatively good standing TEC is in serious trouble, and giving Advent a more powerful support cruiser to complement their
[quote]But honestly, if the Domina and Revelation would synergize into an awesome repair combo, that would make two useless ships worthwhile (and if they also did the aforementioned culture boost, they would be even more useful).[/quote] If a Guidance/Clairvoyance Revelation becomes viable, our work is done. Here is a possible Domina rework: The Domina now has two modes. In regular mode it can move and attack, but cannot use its abilities. In its special mo
[quote]Clary: So do you think it would need to be channeling to be balanced then? It sounds like no, but I'm just checking.[/quote] Definitely not, unless you were going for some seriously high (like deliverance engine high) culture values. Edit: Hmmm... actually, if you took away its antimatter cost and cooldown and then made it a channeling ability, then this ability would effectively be a passive (which the revelation needs)... but the Revelation would still need
[quote]So are you saying that would be too good? [/quote] I didn't say it was too good, not at all. If you were to use this tactic, you'd be forgoing the military edge of the Halcyon and the economic edge of the Progenitor, and that's a huge tradeoff. [quote]combat supremacy with the battleship (I know this is a mediocre option)[/quote] This doesn't even work properly since the strike craft far out-damage capital ships, and an enemy using a carrie
[quote]Perhaps clairivoyance would promote cultural spread from that location? Idk.. Just an idea... That way, it actually could be used on your own planets as well. if you are in the thick of battle and you want to make sure you are getting that mitigation boost from culture or something.[/quote] Whoah... that would actually make this a powerful starting cap since you could shut down enemy colonization. Get your scouts in early, clairvoyance the chosen planet,
The Vasari Overseer will keep capital ships alive in some crazy firefights, and that alone is well worth the effort of using them. Dominas... well, they're the only way to even [i]get[/i] hull repair in neutral or enemy gravity wells, and that's pretty much the only reason to use them.
[quote]For the color blind, simply changing the colors.color file (See Carbon's post for the location) with the appropriate colors you want fixes it for you[/quote] Most gamers lack the technical complexity to do so. Simply changing the defaults to be more friendly to colour-blind gamers would be a good step.
Now if only Kols and Kortuls were actually worth building in those kinds of quantities under any realistic circumstance. I do have to agree, though, this is a great piece of Sins art.
Good map, Desconnor :-)
[quote]I actually feel this is one of its better abilities. It can help to monitor enemy movement longer in one area then a scout could, if the enemy planet is heavily guarded by aircraft. Plus your always one step ahead with this ability, you can send this capital ship running around detroying planets, while always monitoring surronding areas in case of a surprise attack.[/quote] Advent scouts have the lingering presence upgrade, which is a [i]much[/i] more cost-effective alternative
[quote]I think I'd prefer a refinery module if we are looking for new features. A mobile refinery would be pretty sweet to say the least![/quote] If we're putting it on a titan, it would have to be able to "steal" from enemy refineries as well. Sort of a variant on embargo. Still probably not enough for a titan-level ability, but definitely a step up from just a logistics structure pegged onto a super unit. [quote] [e digicons]8C[/e] [/quote]
On the topic of colors, it would be nice if you changed some of the default colours a bit. They're [i]really[/i] hard for colour-blind gamers like me. The light green in particular is virtually indistinguishable from yellow, and teal/pink is also pretty bad.
On the topic of #3 - I'd say Sins combat is most like Warcraft III in slow motion. The reflex aspect isn't there and that makes it much less of a "click-fest" and a lot more about planning ahead and being proactive. However, the [i]multi-tasking[/i] aspect is very prominent. The game is slow enough that you have more than enough time to manage everything, but the large scope of the game means that lots of stuff can be happening simultaneously.
[quote]That sounds like a good start, though I'd doubt increasing the speed of the Revelation would result in anyone building Revelations. That particular capital ship needs to be almost completely reworked.[/quote] Individual capital ship abilities would still need to be tweaked, but as far as generalized changes to the capital ship classes at large, that would be my proposal. The Revelation only got its own entry because it's a siege capital ship that plays like
I'm generally on the side that the non-carrier capital ships are too weak, rather than the carriers are too strong. All you'd need to do to kill carrier supremacy is make the other capital ship classes faster. If battleships were faster than carriers, then carriers could not kite against them. This wouldn't just help with chasing down kiting enemies, but also escaping risky situations. In order to be useful, non-carrier capital ships need to be able to get
The mobile factory option is the only one I'd go for. Everything else would be totally useless. Any empire small enough to have logistics-space issues probably wouldn't be able to even get a Titan to begin with, and if they did the focus would definitely be on making it a stronger military asset so they could go on the offensive.
[quote]Notice he also says nothing about the ability of Titans to summon massive amounts of space ponies.[/quote] He also said nothing about whether one of the Titans [i]is[/i] a giant space pony... Clearly this bodes well for space pony-related Titans!
[quote]But surely the amount of money you lose from taxes, your enemy loses more from the near certain death of his cap? the cap can't outrun disciples no matter how hard it tries.[/quote] As GoaFan mentions, it's far from certain death. People don't use the Sova on its own, they use it in conjunction with the rest of their fleet. One of the huge advantages a carrier has over a battleship is that it can spend the entire battle running away. If you want to
x1 during battles, x2 when doing generic stuff, x4 otherwise
[quote]I have 6 capital ships (all above level 6) and 50 frigates/crusiers.[/quote] This fleet is very small. You have [i]lots[/i] of capital ships, but relatively few frigates and cruisers, and that's going to seriously affect your damage output and overall staying power. Capital ships offer lots of interesting special abilities, but in terms of brute force are somewhat underwhelming. [quote]i have reserched all of the tech (im guessing they have too). i
[quote]If you have a Steam account[/quote] I do not.
Unless you're playing LAN, you [i]must[/i] be updated to the most recent version to play online. Organizing a mod game is very time consuming, and you'll probably need to advertise it ahead of time on the forums, so I'd advise avoiding mods as well. Generally if you want to get strangers to join the game, use the following settings: All speeds on fastest setting Quickstart enabled Pirates off Locked teams Randoml