As I said before: [b]TEC[/b]: A support / defense capital ship that scales well with large fleets and late-game combat. [b]Advent[/b]: A true dreadnaught class with vicious firepower and an accessible planet-killing ability. [b]Vasari[/b]: Something unique that isn't in the game yet (Vasari capital ships already have very well-rounded roles); I vote for a mobile-factory type capital ship that brings the industrial facility to the front-lines.
Darvin3
[quote]How the heck is the AI supposed to determine something like that? Proper positioning depends on many factors[/quote] The most important factor for capitals is usually safety. Since you usually expand outward relatively evenly from your capital, this usually means your original start position [i]is[/i] the best location for a capital, and situations where moving makes sense are extremely rare. The only fix the AI does need in this regard is that if you do man
[quote]They're cheap! Costing only metal and credits, you can field a great deal of them, saving crystal for research and structures[/quote] Cost for cost, LRF are the better deal, and the fact that they cost crystal is a red herring. Most of your early-game expenditure is metal-based, leaning heavily on planetary infrastructure investments. Most of the low-end techs are credit-heavy, not crystal-heavy, in cost. Unless you're eco booming (in which case upkeep
[quote] I can see that going for a significant number of Light Combat Frigs is only viable VS a Carrier/Support cruiser heavy fleet.[/quote] Very much so. Light Frigate is weak against dedicated combat frigates, but pretty much impervious against everything else. Strike craft deal low damage against them, flak frigates deal low damage against them, support cruisers get cleaned up quite nicely by them, and they're much too fast for carriers to even attempt to out-run th
Completely and totally random.
[quote]That makes no sense at all.[/quote] They were bugged in version 1.181 and dealt extra damage. When that bug got fixed, the unit we were left with was quite weak. Not a [i]bad[/i] unit, but definitely the weakest of the pack.
[quote]I always was picking a heavy hitter like the Kol (TEC) or the Kortul (Vasari) but now I know to pick a Cap ship with a Colonise or Carrier type ability.[/quote] Some of the heavy-hitters [i]are[/i] viable, though you need to be careful. The Marza, Kortul, and Vulkoras are all workable openers, but far more risky than your conventional carrier or colonizer opener. [quote]I was trying to get 5 military research bases quickly for the Heavy Cruisers but it seems from
Sounds like this is an exploit. Pretty nasty one, at that. [quote]I wonder if there is something in this "strategy" or cheat and if it should be changed that after canceling order you should loose as much credits as pervasive economy can give to someone[/quote] Just change pervasive economy to give the reward after the unit is [i]completed[/i] rather than when it's initially queued. Better than putting a pretty devastating tax on all players.
[quote]In combat of course you would use hull repair but after the battle or if you retreat to a planet with lots of repair platforms you can fill up your fleets shields.[/quote] Shields actually regenerate pretty quickly between battles. If you're anticipating another major battle within 2 minutes or so, I certainly would not be blowing repair platform antimatter lightly, and would conserve it only for hull points. We're having a problem with the Vasari hanger r
In concept this sounds nice, in practice I think this wouldn't be practical. The Advent already have [i]exceptional[/i] shield regeneration capacity coming from the Progenitor, and the repair platform is really their only way to heal large numbers of hull points in any reasonable amount of time (the Subjugator comes very late in the tech tree and isn't very good even then). That platform is pretty antimatter hungry, so it really doesn't have the reserves to juggle two
[quote]Creating the engine of the game Sins of a Solar Empire we can agree took a great deal more time than other things[/quote] Yup. It took [i]several years[/i] to do. I'm actually not sure when Ironclad started, but seeing as this trailer was uploaded in 2006, that should give you some indication of the timeline. [quote]So, maybe creating 18 ships wont be that hard? idk.[/quote] <
[quote]Our neighbors to the north (Canada) has recently gone through a fight about the basic question and come down (G-d bless Mr. Harper!) on the side of non-capping.[/quote] Sadly, that's not entirely accurate. What they did was veto a plan that would have effectively [i]mandated[/i] extremely restrictly caps and standardized overage charges on downstream providers. The CRTC is free to revise the plan and resubmit it. We still have some of the most restrictive
If you think IC has the resources to develop eighteen new units, then your expectations are unrealistically high. It'd have to be a rush job. Better to have one titan with a greater degree of flexibility.
[quote]with each capital ship having there own titan class upgrade, so you could end up with a super-kol, sova or akkan[/quote] The problem with this is, along with the new classes of capital ships being introduced, they'd need to create a total of 18 different titan units. That's just way too much content, so it won't happen. There will definitely only be one titan per race, and to be honest I'd prefer one very interesting and well-designed unit to six bla
[quote]I cant post screen shots or replays as i dont have broadband[/quote] Convert the screenshot to a JPG. It shouldn't exceed 100 KB. If you can load this web page, you can upload a JPG. Replays usually vary between 1-4 MB, and if you compress them that should take you under 100 KB (I just tested a few, and got exceptional compression ratios). Again, if you can load this web page you should have no problem with replays. At this point, what you&
You want hoshikos, overseers, and dominas to continue auto-casting their heals even when under the effect of armistice, so I don't think we can say "any combat ability" without some qualifiers, unfortunately.
We need to see a replay, or at very least a screenshot. What you're saying doesn't make any sense.
[quote]Ive got pirates turned off but there is massive pirate fleets on every planet i explore[/quote] These aren't pirates, these are militia. Unlike pirates, militia will only ever defend and will never leave their home gravity well. Most planets have few enough militia that a lone capital ship can defeat them with ease. Some of the larger militia forces can be difficult to deal with, but these are few and far between so you should be able to avoid them early-o
[quote]isn't it a bit extreme to remove the kostura's anti-ship effect entirely?[/quote] The Kostura [i]was[/i] quite extreme to begin with. I think it's about right now.
[quote]Not even Sins?[/quote] Sins fills a different place altogether than C&C. I don't think any game has ever captured the feel and pacing of C&C in its glory days. [quote]Attention Starcraft fans: Sins is awesome for online multiplayer team PvP. [/quote] Should add that games typically last 30-70 minutes. Bit longer than SC, but not outside your comfort zone.
[quote] Last CnC game was RA3.[/quote] Eh, the series effectively died for me when they released Generals. It was never C&C after that point, and no other title has ever filled the gap in the genre it left behind.
[quote]It's worth mentioning that in order to effectively use the phase gate you need to drop civilian labs and research phase gate technology.[/quote] If you were able to afford superweapons, you probably have trade already (4 labs), so it's not like this is a big jump. [QUOTE]Percentages aren't entirely consistent in Sins. Generally, negative 100% means it cuts something in half. Positive 100% means something is doubled. Then it gets really weir
The biggest I've played is huge random multistar (132 planets) with 9 AI's. Last time I did this, it took me about 3 hours (start to finish).
[quote]Tertiary Effect: Shield mitigation increased 6% due to required culture research, and culture's presence.[/quote] Note that the enemy's cultural bonus (if present) will also be disabled for the time being. This breakdown really makes me think the superweapons are mostly in line now.
You'll have to wait for support@stardock to get back to you. They don't handle these sorts of things over the forums. It's my understanding that it takes several business days for your ticket to reach the front of the queue, so if you're patient they will get back to you. Don't send multiple emails; this will move you back to the end of the line! Obviously your best scenario is if you somehow locate the serial key. I know in some editions of