Darvin3

Darvin3

Joined Member # 3427815
12 Posts 4,280 Replies 1,395 Reputation

[quote]You know how some of your Vasari units say "QUICKLY!" and "Time is short!"? Listen to them![/quote] Heheh, having played RTS games since I was a little kid I never pay much attention to these standard responses, but that is quite appropriate. To put it succinctly, time is a resource in real-time strategy games. Careful time-management is an excellent skill that will help you in other strategy games, and also in real-life. I can't tell you how many group

58 Replies 77,678 Views

The games available count includes the original game. Very few people play with Entrenchment; they've either stuck with the original game or have fully upgraded to Diplomacy. It's unfortunate, because Entrenchment is an excellent stand-alone product, but it's the middle child getting squeezed out by the original vanilla flavor and the full version.

10 Replies 19,966 Views

Zombiegod already has Entrenchment, and Diplomacy is $10 for the base package, so he's not getting any savings with this discounted bundle. If Diplomacy standalone is also on sale, though, he can pick it up for $5, which would still qualify him for the $10 discount on Rebellion.

16 Replies 25,373 Views

[quote] soon i will buy the expasion dioplacy so i can play online becuase not alot poeple on the orgnail or entramnet.[/quote] Focus on learning TEC and Vasari. Advent is very challenging to play online and beginners should avoid it (it's fine against the AI, though). Most online games are played 5v5 or 4v4, and typically each player takes on a specialized role in the team. For the most part, you'll be one of these three: [b]Aggressor[/b]: Yo

58 Replies 77,678 Views

1) I recommend playing with pirates turned off when you're first learning. When new players and the easy AI are involved, the pirates will essentially dominate whoever they attack. Experienced players can swat down pirates fairly easily, as can higher difficulty AI's, but for beginners and lower difficulty AI's they're real game-enders. 2) Celenus Core is a somewhat more advanced scenario; it gives you very few defensible planets in close proximity to your

58 Replies 77,678 Views

Oh, it works fine. It's slightly better than a trade port if you put it on your homeworld, but unlike trade ports it doesn't stack (for economic benefit, anyways) so you can only get so much out of it.

53 Replies 40,957 Views

[quote]should i use to destroy a enemy fleet becuase i keep geting killed even with a fleet 10 times bigger than theres?[/quote] Need more details; there are horror-stories of top-level players online winning battles 10:1, but I've never heard of the AI achieving anything like this. What sort of units are you up against? What sort of units are you using?

58 Replies 77,678 Views

A common beginner mistake is not purchasing planet population upgrades. Until you've reached a sufficient development level, planets actually give negative income. One upgrade is necessary for asteroids, two for full-sized planets. Your top priority is to scout and learn the layout of the map. You want to focus on expanding as rapidly as possible in the early stages of the game, with an emphasis of moving towards the enemy. Once you start to get close, star

58 Replies 77,678 Views

[quote]Vanilla Sins is fun and all, but dammit, if I'm going to explode, I want to go out in a huge bang.[/quote] Get on to the Entrenchment expansion pack, then, and look into an ability called "Safety Override Protocol" for the TEC Argonev starbase. If you're going to go out, may as well take everything in a 4000 kilometer radius with you.

9 Replies 8,132 Views

This would also be very helpful for single-player gamers fighting against the AI, giving them a way to obtain "honourable" victory once they have achieved thorough domination. I don't think you'd need to make an exception for dead asteroids. They're sufficiently rare as to not be an overwhelming factor either way, and still represent a tactical asset. This would make a great victory condition for Rebellion. I believe I suggested something s

6 Replies 15,172 Views

[quote]TEC mines are not worth building under any condition.[/quote] Wouldn't say never, but definitely a niche item. Mines are a great way to keep short-ranged units like heavy cruisers or light frigates at a distance, but if scouts can get in range to reveal them they'll melt practically instantly. As part of a coordinated defense they can work, but it takes careful planning so the cost typically isn't worth it.

21 Replies 10,674 Views

I think DirtySanchez was referring to something specific for 1v1. Hopefully Rebellion introduces map transfer and removes the need to organize the community around downloads.

17 Replies 5,602 Views

[quote]I'd like to clarify that I'm referring to early game, not low level...Radiance unquestionably is more useful at lower levels...[/quote] Neither Radiance nor Kol are capital ships I'd even consider in the early-game. You have far superior options in this critical juncture. Back in pre-1.18 the Radiance was pretty good in the vs Vasari matchup for disabling the Jarrasul, which was a big threat to the standard Progenitor opener, but that's ancient histo

102 Replies 179,351 Views

[quote]Is 5v5 considered the standard? Is 1v1 just not really played?[/quote] The random map generator is considered the default map selection, but the 1v1 random generator tends to create very tight choke points that cause the game to stagnate. It's not that 1v1 isn't played, but it's avoided since at equal skill it can drag out for a [i]very[/i] long time. I build custom maps, and my 1v1 selection allows for much more aggressive play, with a victor [i]usual

17 Replies 5,602 Views

[quote]and quite honestly detonate antimatter isn't all that useful early on either...[/quote] Using a level 1 capital ship to completely negate a level 5 capital ship is a [i]pretty[/i] good deal. Two shots from level 1 detonate will clear 240 antimatter, which in practice should leave just about any enemy capital ship on empty. That's what makes the Radiance good; it works right out the gate and doesn't need to level up several times to be useful in battle.</

102 Replies 179,351 Views

[quote]It just seems like I build ships, jump to another system, attack, establish a presence, build more ships, jump to another system, . . . . .[/quote] This sounds typical of playing larger scenarios against the AI. If you're not interested in multiplayer (which plays [i]very[/i] differently from this) then the best I can suggest is to try smaller, faster-paced scenarios where losing one or two front-line planets exposes the enemy's homeworld and lets you mop them up

9 Replies 12,107 Views

I don't see your point here, Seleuceia. A Kol fulfills a very different role from a Radiance, so a direct durability comparison is a moot point. I don't think anyone here would contest that the Kol is a very durable capital ship, while most people regard the Radiance as average. The kind of Kol you describe is something only a fool would single out; no one is going to point all their guns at this ship until everything around it is dead, and its time to live is more o

102 Replies 179,351 Views

Indeed; the Radiance is about disrupting and cancelling enemy abilities. Very much a one-trick pony, but at least it's a slick trick. Personally, I don't find its ultimate worth using unless I have malice to combo it off with, which I usually do not. The Kol, I use exclusively for flak burst and raise it to suppress enemy strike craft. It fulfills this role quite well if you can put enough levels on it, but that's an unrealistic investment in most scenarios

102 Replies 179,351 Views

[quote]But he also thinks that rushing HC is good idea.[/quote] That one [i]can[/i] work, particularly if the map is big enough that you can comfortably jump to 5 labs after doing some colonization and economizing. Of course, don't expect to win with it if your opponent is paying attention, and be sure to diversify. If you so much as smell guardians or subverters, [i]for the love of all things sensible get other combat unit types[/i]. [quote] Wow... Am I

102 Replies 179,351 Views

[quote]And besides we are talking Comp stomp not pew pew PvP. [/quote] You can do pretty much [i]anything[/i] and pull out ahead in a comp stomp. Doesn't make it a good strategy. I'm well aware we're not talking about "only" 15 Dunovs. Rather, I'm talking about what you could have [i]instead[/i] of 15 Dunovs. The bottom line is that if you invested those kinds of resources into strike craft or frigate power, you'd utterly [i]steamroll[/i]

26 Replies 9,590 Views

Pb is being sarcastic. Look at his last comment: "this is almost as good as having 45 overseers!" 45 Overseers is a [i]fraction[/i] of the expenditure of 15 Dunovs, and ironically they're much better at keeping units alive than those Dunovs using shield restore. Anyways, the bottom line is that if you go for 15 Dunovs, I can counter that with 100 squads of bombers (you won't survive long enough to use magnetism) or 75 heavy cruisers or 180 LRMs or any

26 Replies 9,590 Views

[quote] I make 2-3 colony ships to go in after my Kol and its small fleet go in and clear every thing out[/quote] Sova clears planets [i]way[/i] faster than Kol and can take on militia that are too difficult for a Kol to take down, Akkan will allow you to perform aggressive colonization jumps and defeat the militia with turrets. This will result in [i]far[/i] faster colonization than is possible with the Kol. I experimented heavily with Kol openers in a mod that [i]massi

102 Replies 179,351 Views

I suspect the comment mentioned by the original poster was mine. It is [i]possible[/i] to do this on full-sized planets, but you'll need multiple turrets, patience, and a bit of luck if there's more than one siege frigate. Just not reliable or efficient enough. Use a small force of scouts to knock out the siege frigates, [i]then[/i] colonize and put up the turret. On full-sized planets, the siege frigate will move sufficiently far away. If you're de

24 Replies 25,596 Views