[quote]Yes but anyone really use Gauss Defense Turrets or Defense Hangers in their multiplayer games? Ever? Come on, I bet no one is actually willing to admit "no, not really..." in MP[/quote] The short answer is yes. Advent hangers have an abiltiy to project shields to surrounding structures. This also provides the benefit of shield mitigation to structures reducing the damage they receive. Advent turrents have the Synergy ability which amplifies the damage
ZombiesRus5
[quote]Um what game are you talking about Gambit? the off-topic posts are shared across more than 1 forum you know.[/quote] good point
It's a good albiet small community, but there are those on both ends of the skill spectrum that can be frustrating. /ignore "player name here" is really useful for tuning them out [e digicons]B)[/e] Zmb5/ZombiesRus5
[quote]What if the defense tree was linked to civics? Not sure how much that would achieve. Aside from Vasari with repair bays in the defense tree, it's entirely possible to play an aggressive rush game without touching it. Starbases, perhaps, but by the time you're trying to put up one of those you probably already have ice/volcanic techs, so it's only one lab away anyways. It could work, but I'd prefer something entirely new that fits the theme of diplomacy, which is w
ahha. Maybe the term is Iced Animal Crackers :P
So what's your feeling about Glazed Animal Crackers???
[quote]maybe someone should start a 1v1v1 game of fairly skilled players[/quote] This game is probably as close as you can get to that. It's a nice watch. https://forums.sinsofasolarempire.com/371588
[quote]Why wouldn't 2 Eggs beat it?[/quote] Mainly because I will kite my dual Halcyon's around the gravity well while my minimum of 8 bombers go after your Eggs. Plus I will probably have atleast 10 disciples following your eggs beating at it's shields and hull. If you go Assailant, I bring scouts. If you go Skirmishers I bring even more disciples or Illums. If you go Carriers I bring even way more disciples in. Eventually you will most likely lose or abandon your home planet.
For an adjacent asteroid: I like two scouts and a colonizer to take an asteroid. Two scouts to kill the siege ship. Have colonizer proceed to colonize asteroid. Build turrent to take out remaining light frigate. Rinse and repeat for next asteroid in line. If there is not an adjacent asteroid send the scouts to explore and the colonizer to a neutral extractor field if nearby or hold it to help colonize again. I send my free capship (usually a colonizer) to clear the nearby planet
The other funny thing about the main story line (as I recall), it could be completed in around an hour or two bypassing all side quests. The strength of this game was indeed in the side quests and the general exploration. I did not find the main story line as compelling. I also have much fonder memories of Fallout 2 in comparison with Fallout 3. Alas, I did not play Fallout 1.
It's been mentioned to hide the race selection in MP games too. I think that would be a cool idea to allow you to toggle that on/off. If I'm playing the AI I tend not to look at the diplomacy page until I make contact. For MP, it would be interesting as you wouldn't really know if you where going up against a heavy Vasari team or a balanced race team. I also sometimes pick my race upfront based on what the other players have chosen.
[quote]The only exceptions are Vasari with phase stabilizers (now THOSE are dangerous) and Advent that has PJI's on the harmony tech path for some reason.[/quote] How about adding a Scorched Planet (Scorched Earth Policy) ability to TEC that renders an abandoned planet un-colonizable for x minutes (if you abandoned the planet before they bomb it away). Might fit with the abilities like Heavy Fallout and the Novalith Cannon. This would prevent enemies from colonizing front line pl
You could also try letting your friends have an AI teammate. It would probably even up the playing field quite a bit and be more fun for you.
[quote]That's not what I'm asking for. I'm asking for new and distinct abilities on the civic tree that let me pursue new strategies that would never have been possible without them.[/quote] I've been trying to think of new abilities that would make sense in the civic tree and might also allow for new strategies. Here are my thoughts. 1) Have as part of the civic tree research that links your culture with adjacent ally culture to extend any positive benefits such as
Add the AI needs to add Repair Bays, Fighter bays, etc next to Starbase.
And don't forget the nefarious care bear cousins!
[quote]@Zombie: I'm sorry if I didn't see this if you did put it there, but if not/you wouldn't mind, a Sova vs Skirantra test with SB would be very much appreciated.[/quote] Volt, I'll try it out and let you know, I will have to comandeer my son's computer again or get him to help (he hates strategy games, it's only L4D or COD for him) Also, you seem like you may be a decent guy to play online. If you see me online let me know. I like big battles in smaller games and pla
I like using the point blank or close encounters map against the AI to test out building different fleet compositions early such as multiple capital ships or fleeting up quickly. This is also a good map to learn how to use the different capital ship abilitities as they are more critical to winning on this map. For example, try a carrier cap/LF rush on the AI. Eventually you will get good enough to beat an unfair AI on this map (if not already).
[quote]Halycons and sovas are different animals.[/quote] Indeed.
- dual post
[quote]I find it hard to believe that a kortul will stand up to a carrier with bombers, both ships being at the same level, because I tested it against advent halcyons with another player (granted I went for jam weapons, which seems to be the intuitive, sensible thing to do against a carrier). Funnily enough, this was a "pro" player I tested this against, who told me beforehand not to even try it, that it was stupid to do and a waste of both our time, that the kortuls would be slau
[quote]Zombie, fine. I'm not disputing anything you say. One question: 2 homeworlds, one roid in between. He builds sova and rushes. What's the capship of choice for vasari to counter, if any? Thanks.[/quote] Thanks. I setup through galaxy forge a 2 homeworld, one roid scenario. He builds one sova (all bombers) and rushes. I build one Kortul and rush. A level 1 Kortul can't stand up to a level 1 Sova. However, a simple upgrade to level 2 makes the Kortul a Sova killer. Disruptive
[quote]the skirantra is not built for attacking other capital ships directly Neither is the Sova which is why its a carrier cap.[/quote] I would disagree with this as the Sova is meant to invade planets with embargo and deploy missle platforms for defense. The Skirantra is meant to support a FLEET with heal. [quote]Spending more then twice as much money as the enemy is NOT a viable counter. A single Sova versus a single Skirantra should be an even fight a
[quote]Just finished a game against a TEC on a small map. I was vasari. What's the best early answer for vasari to halcyons or sovas? Near as I can tell, skirantras, so I built 2.[/quote] In my opinion the problem with this approach is the skirantra is not built for attacking other capital ships directly. Although I do agree a carrier cap is preferred to negate a carrier cap rush, support ships are needed to finish the job. In my opinion only one skirantra would be needed to c
I'm more glad [e digicons]\o/[/e]