Darvin3

Darvin3

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

Yeah, I'm not going to do another revision until we know more about what changes will be coming in regards to GalaxyForge in Rebellion. This project isn't necessarily dead, but it's definitely dormant for the moment. Still, feel free to provide a link to your work in this thread if you want to. My [i]hope[/i] is that Rebellion will offer a way for us to download maps in-game, thus maps can be shared informally and there will be no need to maintain a comp

45 Replies 122,150 Views

[quote]Well, I noticed that the Kol Battleship is pretty strong but for a short period of time only, specially if I let the Kol auto-cast his ability...[/quote] The Kol is best described as a "brick". It's very durable and with proper backup extremely difficult to kill, but its abilities have high antimatter requirements that quickly deplete it and leave it a glorified combat cruiser. Compared to the reliable and powerful early-game combat power you can get out of a So

54 Replies 72,202 Views

You generally can make due with as few as 1 defending culture station for every 3 attacking stations.

54 Replies 72,202 Views

[quote]Then I have a Phase Lane at about 3 minutes past 3 O'clock, and one at around 9 O'Clock... The Pirates are arriving at the point that would correspond with 1 O'Clock... According to my Map, [/quote] They won't come [i]exactly[/i] down the middle of the phase lane. It's possible to offset your jump on either side of the lane. The 1 o'clok position is sufficiently close to the 3 o'clock position that this sounds like the case.

15 Replies 9,091 Views

[quote]They had 3 capital ship, and I had 4 in fight, I managed to lose 2 and almost lost a third[/quote] Sounds like you need more Hoshiko Robotics Cruisers. [i]Superb[/i] repair power, and the unit is dirt cheap. One of the top reasons to play TEC.

54 Replies 72,202 Views

[quote]I am having a little trouble though with my strategy, as I think I am building too many Orbital Beam Platforms to defend my home world.[/quote] You almost certainly are. These things are notoriously pricey and the bane of many beginners. You need to be out expanding your empire early on. Strongly recommend turning off pirates when you're learning the game. The game's got a steep enough learning curve as it is. [quote]I kinda don't h

15 Replies 9,091 Views

[quote]I read that there is different trade pattern in the two expansions ?[/quote] In the original Sins, trade routes will automatically pass through uncolonizable gravity wells. This is a mixed blessing, letting you set up long routes early and easily, but potentially breaking longer more elaborate ones. In Entrenchment and Diplomacy, you need a starbase with a trade port upgrade in order for a trade route to pass through an uncolonizable gravity well. This means

54 Replies 72,202 Views

[quote] but sometimes when I'm nuking planets I wonder how I would feel if I were told the "games" I was playing were actually real. [/quote] Probably surreal disbelief. I think it would be hard to swallow that you're responsible for the indiscriminate deaths of billions.

16 Replies 106,129 Views

[quote]For example: each Advent LF cost $410, and Vasari LRF cost $840 (if crystal & metal @ $4). [/quote] The high 4:1 conversion rate isn't necessarily applicable to a rush scenario. Vasari in particular can often balance their expenditures so they aren't buying from the black market, meaning lower conversion rates (2.5 or 3) are more suitable. Once you start doing any economizing the higher conversion rates become a reasonable presumption, but

38 Replies 24,059 Views

[quote]As for structures, you basically are wanting a listing of the hp of each of the structures?[/quote] Basically all the same stuff as the unit page escept shields. Weapon information is only applicable to turrets, but should still be listed. Thanks for pointing out the SB info, didn't see it there.

69 Replies 360,933 Views

[quote]then I decide to move on the suposed weaken easy cpu and I see a fleet double of mine (70-80 vessels)[/quote] 70-80 vessels isn't a lot. The easy AI will pull its punches, but given enough time it will still build up. [quote]Must I colonize lot of planet fast or must I devellop a few of them before ? Where to build what and where to build defense ? I guess intersection point are the best to hold a defense right ?[/quote] The faster you can coloni

54 Replies 72,202 Views

Would be nice if you added a structures and starbases tab, too. Doing some number crunching right now on range thresholds, and none of my quick-reference guides have starbase attack ranges listed (Zyrxil's stuff is pre-Entrenchment, this doesn't have a structures page, and the wiki doesn't list attack range at all )

69 Replies 360,933 Views

[quote]I tend to think that the investment required is more than it should be, in Diplomacy at least.[/quote] In Diplomacy, I'll agree that the first raid is a bit of a problem. In the original game, not at all. The early pirate raids there are easily beaten by a single capital ship with decent combat traits (add in a turret or two if it's a weaker variety) with a repair platform behind it. While that's a lot to have out of commission, the extra XP was we

54 Replies 72,202 Views

[quote]Well, why are Pirates so strong ? I read that they are even worse in diplomacy (I'm in sins)[/quote] Pirates are balanced based on the experiences of veteran players. By the time the initial 15 minute timer is up, I'll probably have a fairly developed empire with 5-6 planets. In that respect, I'm more than ready to repel pirates with a few good defensive tactics. In fact, in the original game being attacked by pirates is a [i]good[/i] thing, giving

54 Replies 72,202 Views

It's phase missile equipped bomber squadrons that are the problem on the Skirantra. If phase missile bombers got nerfed, I think the Skirantra would be fine without any changes to its abilities.

25 Replies 96,087 Views

On my end, I hate games that drag on after I've got it in the bag, so I avoid oversized maps like the plague.

26 Replies 14,032 Views

[quote]I'm curious, on which map, or type of map?[/quote] Random small (which is actually a misnomer; it's one of the more spacious 1v1 scenarios with 10 planets per player and an average distance between homeworlds of 6-7 jumps). Sorry, didn't mention that. Yeah, you can do some crazy antics on point blank :-)

26 Replies 14,032 Views

[quote]and when I'm finnally ready to get more than 2 planet and 2 asteroid I dont have enough ship to take on a planet. lol[/quote] Here's a tip: you can colonize the planet even before the militia are all dead, and then start building turrets and repair platforms to help fight them. Only the "Krosov Siege Frigate" unit is capable of bombarding your new colony, so if you quickly knock out them you're good to go. The Krosov is actually vulnerable to the [i]sc

54 Replies 72,202 Views

If the Akkan's move speed got boosted to the same level as other capital ships, then there might be an argument to be had. As it stands, its sluggish move speed means you have lots of opportunities to kill the thing or at least force it to withdraw. Carrier capital ships can kite away from it and have no excuse for even getting into ion bolt range in the first place. Yes, the TEC economic opener is overwhelmingly strong, but ion bolt isn't the culprit behind that.&nb

25 Replies 96,087 Views

12 all new ships... we know that there are 3 corvettes, and 3 new capital ships (one for each faction), and 6 titans (one for each subfaction). That's 12 folks, nothing new to glean here, sadly. What gets me is the "two new structures" bit. Clearly this must be per-faction. Even presuming one is just a titan shipyard, that leaves something unannounced...

27 Replies 39,480 Views

[quote]Being able to spam such a deadly ability forever with low CD is certainly very strong in single player.[/quote] Very good even in multiplayer. However, you must be mindful against bombers (particularly Vasari ones) and uplinked TEC Ogrovs, which outrange it. An antimatter cost increase on this ability is probably merited. The biggest issue is actually in the Advent mirror match, since starfish suck and your bombers aren't as good as the Vasari variety.

53 Replies 117,318 Views

I do recommend turning off pirates while you're learning the game. If you're having any troubles, feel free to ask for advice over on the strategy forums. The game's learning curve can be a bit steep, but we've got a good community and we try to help out as best we can.

54 Replies 72,202 Views

Thought we were talking about multiplayer in general. In any case, if you're playing on a 5v5 premade (I've had the pleasure of doing so a few times) where you actually know distances, it's entirely feasible to do some more economically sophisticated openers as an agressor. The biggest issue with the random map is that there's no time to scout before you make that call, so you just don't know your situation.

38 Replies 24,059 Views

[quote]Except that this sounded like it was against the AI, which has no such common sense![/quote] Even human players can sometimes be coaxed in. By positioning your own fleet nearby, he may be under the presumption that you're not willing the blow the base (mutually assured destruction) and decide to rush you. If you place the Akkan [i]just[/i] right, you can activate armistice to render your fleet invulnerable, while keeping the starbase and enemy fleet out of range

20 Replies 8,091 Views

Unlikely. The problem isn't your CPU or the game's engine, but the RAM limitation of a 32-bit application. It's been stated definitively that Sins will not be going over to 64-bit, so bigger fleets are right out. Maximum fleet size is pretty massive as-is, and if you're playing on "large" fleet settings your system is going to choke if there are more than 2 players who max it out. [quote]People almost never get 16 capitalships as it is.[/quote]

11 Replies 15,638 Views