Nice! Thank you for still supporting this great game. Missing the Anima Pact already. PS: Has this been adressed? https://forums.sinsofasolarempire.com/405271 Can't read anything about it in the changelog.
ImpurityXIII
Autocast is still has some issues after the hotfix. - Scouts still refuse to clean mines - Some of the level 6 Capship skills do not trigger (e.g. Cleansing Brilliance, Domination)
Just tried to kill the pirate base after I had won the game againsts some AI. [IMG]http://img519.imageshack.us/img519/9647/sinsofasolarempirediploj.jpg[/IMG] How to defeat that?
[quote who="CoBBQ" reply="6" id="2245818"]This downgrading idea will give the TEC a huge advantage over the Vasari and Advent. It will give rise to a stale tactic called "Argonov creep" where a powerful TEC player manages to contruct and fully upgrade the starbase in an enemy gravwell. After victory, the TEC player can downgrade the base and then utilize the tradeports and ship contruction upgrades in order to pump more ships out and pummel the enemy. This will
[quote who="Shadowhal" reply="7" id="2244749"]world of sincraft.[/quote] why not just Sincraft Normal Sins with Starcraft battles on the planets instead of nuking their population into oblivion.
[quote who="Andianqz" reply="8" id="2240684"]I find this idea terrible personally. It generally takes me much longer than 3 minutes before I realize my team is full of noobs and I don't want to play with them. [/quote] For me that would be the same as rage quiting. You'll leave your so called "noob" teammates alone and ruin the fun for them. Sooner or later the "pros" will only play matches within their own ranks anyway.
If anyone has a spare coupon, I'd be glad to get one.
[quote who="dmantione" reply="3" id="2167189"]I'm reading this on https://forums.galciv2.com and the game being discussed obviously isn't GC2. Please find a better (non-shared) forum to discuss this.[/quote] and I'm reading this on https://forums.sinsofasolarempire.com The Stardock forums are conected with each other. I really do not like it when posts from other games (actually it's only Demigod) are in the "Recent Posts" section on the frontpage
The opponant has no need to kill the siege frigate, he just needs to kill the ogrovs/starfish/migrator. This is only usefull against AI. Don't forget that you have to micro the other battle, too. If you miss the moment when he targets one of your ogrovs they are all gone.
[quote who="Darvin3" reply="17" id="2124190"]I think a lot of capital ships need reworking. As it is, Vasari and Advent are hopelessly dependent on their overpowered colony caps, and the Marza has a special ability to which there simply is no comparison. No matter how much you say that it's beatable or that TEC need it to be viable, the fact remains that it is overpowered and overshadows other far more interesting abilities. It's the very definition of imbalanced when one ch
[quote who="TheRezonator" reply="2" id="2124032"] The advent has a lvl 6 ability... i think its called cleansing brilliance... isnt that like a lvl 6 marza missile barrage? maybe not as AoE, but definitly as damaging. [/quote] Hahaha! Nice joke. Cleansing Brilliance does not kill entire fleets. Every faction has its OP Cap. I think for Vasari/Advent it is even worse because you are kind of penalized if you do no
I think this is a bug in the detection of the longest trade route.
[quote who="Will the Great" reply="25" id="2120278"] I suppose the next question is, Bug or Feature?[/quote] Read the description for Aux Gov. or equivalents. Prevents loss of control through bombardment or colonization of a hostile empire if the planet becomes neutral.
Novalith cannons in larger numbers are really annoying and the vasari have their ultimate phase gate. On paper the Deliverence specs are nice. But it only helps if you attack an enemy planet. And if you attack you should have the superior fleet anyway.
+20% bombing damage?, 50% range increase? Are you serious? Remember that IC has to balance both for multi and singleplayer and the AI loves sieges. I agree with the supply changes and maybe the hull/shield changes are not bad either. And if you speak about attack ranges, try to make some realistic suggestions like 5 or 10%.
[quote who="Shadow_of_Light" reply="16" id="2115895"] light frigates? bomber squdrons flak frigates? carriers cannot do much vs a bunch of those but flaks arent able to do something vs the carrier either siege frigates? obviously no chance fighters own those colony frigates? "laughter at the idea of a colony ship spam" ... fighter squadrons carrier? combination of fighters a
Imo the guardians are ok infight. And I do not have a problem with the Illuminators either. Its not perfect, but It works for the most part. But I really hate it when my Subjugators try to heal a ship that has just lost a few health points through a single phase missile. I also don't like the constant Malice spam of the Mothership. It drains precious AM and when you want to cast shield restore nothing is left. It is best to manage all the Capships abilities on you
And don't forget the Trade (especcially TEC), culture (Advent) and Population (Vasari) upgrades of the SB's. If you Advent are you can force the enemy to attack the starbase with the full culture upgrade, if you have some time.
When I play 1on1 with Advent against Hard Ai they tend to waste their Cap ships on my turrets. I usually build 4 Light frigates and then I head straight to illuminators which takes some time because I need 5 Labs (2 for Arctic planets on most standart maps and 3 for Illums). When the AI attacks with its LF spam I build turrets and repair bays only. The AI focuses on the repair bay first and the turrets fire on their cap ship. When they have destroyed my repair bay the AI capship is al
I think the starfish are useless against starbases. They cost little less then carriers and have very low health. Killing a fully upgraded starbase with 10 starfish takes hours. 30 Advent Bomber squadrons do the job in the same time. + Carriers can kill Vasari SB's and Advent SB's with Meteor, which 10 Starfish can't. I also noticed that the attack range is only slightly higher than the starbase long range weapons. Today I ordered 10 Starfish to attack an Adven
In Entrenchment a Hard or Unfair AI does a good job of keeping you busy and enterntained
A few days ago I played against a Hard AI (Vasari) on a small map. They attacked me at 3 fronts with their light frigate spam and I had a hard time defending my planets. But then they made 2 big mistakes. 1. Instead of researching better units they researched Starbases and put one into every planets grav well. If they had put the money into better ships instead they could have finished me. 2.They sent a cap ship (Skintara) with full health and 5+ Light frigates to one
I think with the changes you suggest, Strike Craft would be useless. If you cannot rebuild SC infight and they launch one after another, no one would build carriers. If the enemy builds some flak, the carriers firepower would be 0 after 60 second s in a battle. But I have to agree with some things. Fighters should stay docked and only launch when enemies are near, but they should launch fast. It just looks better this way. Also I'd give carriers some kin
the culture thing is really slow, yes. I thought that the speed of alliegance lost on a planet would scale with the culture rate. Unfortunately it doesn't. I just played the AI put four starbases into their systems star. When I started to upgrade I had vision over all his planets in just seconds. But then it took hours for all of his planets to become neutral.
The other SB's don't have to move. but an ability to move it to another position would be nice. It could be something like: TEC: -Weapons disabled while moving -moving done with construction frigates. Advent: -Weapons disabled while moving -high AM, high cooldown Teleport skill -moving with construction frigates. Another idea: -give the powerful passive abilities that t