In an early FFA, I tried to beat a typical Assailant+Death Egg spam with a Sova Carrier and LRMs. Invading their planet. While outnumbered. And they had repair bays. To make it worse, I had to retreat my forces into a neutral Desert planet filled with enemies. Eventually though, I was pretty successful by making several Scouts with Timed Explosive with some Light Carriers. That was working until I had to leave the game early. I think the beginning counted as pretty crazy. XD
Swordsalmon
Akkan is a useful ship in larger maps and for strikecraft or defensive fleets. Armistice is an extremely useful ability to regroup; it can help clear a path for retreat if on the offense, or allow an extra minute of healing when on the defense. Strikecraft aren't affected by Armisitce, so that's why Akkan is useful in the strikecraft-oriented fleet. As a standing capital, it is weak, but works very well with a Sova (For quickly colonizing/fortifying new planets with Colonize and Rapid Manufac
The main victory condition is to eliminate all the enemies' planets. In multiplayer, you can also achieve victory if all players have surrendered or if all their planets are lost.
A bit nickpicky, but the Jarrasul Evacuator's ability is called 'Nano-Disassembler', not 'Nanite Bomb'. ^_^ Also, the Sova Carrier's Embargo prevents trade or refinery ships from leaving the gravity well, along with stealing planetary income.
[quote who="CocaColaAddict" reply="1" id="2201925"] Another propoganda USA using is imaging terrorists as evil murderers who care about nothing spreading some sort of modern propoganda about how evil they are and how they kill others yet when was the last time you heard the things those movments are fighting for? Castro was terrorist too you know, then he became a very powerfull man with USSR following him around [/quote] I'm assuming by terrorists, that you m
Akkan and Marza are always solid first capital ships for TEC. Sova is also extremely useful when on the defense or for countering the common Vasari players early-game. I don't recommend building two capital ships before the LRMs. That already sucks 4200 credits and a lot of metal and crystal, for two ships. Build just your first capital ship, than try to concentrate on bringing out your LRMs and later Carriers. If you have gotten some higher logistic planets, build Trade Ports to brin
Just another note on socialism. If the government is so corrupt and untrustworthy, why give them more power? ;)
The Super Marza that wiped out the Vasari was created out of Chuck Norris' smallest toe. They'd all be gone if Chuck Norris didn't have mercy. ^_^
[quote who="INTJ420" reply="8" id="2190770"] How litte faith you have in Humanity my friend. So you think Humans will always be Greedy? Your saying we will never evolve to be better than we are today? Which in turns means you believe humanity is the same today as it was with our Nomadic ancestors? See any flaw in that thinking? 5000 years from now Humanity will be different and given the evidence of the past Human History we will be better off than we are today. I ask you this........Is
1. Heavy Cruiser spams are, as others mentioned, easily countered with Bombers or your own Cruisers. With TEC, Hoshikos with Demolition Bots can halt some of them, and massed LRMs is also fairly viable. 2. Not sure about Entrenchment, but in Vanilla Sins, try using Arcovas with Timed Explosives. Just four of them can take out a structure, and they're very cheap. Also, the Marza Dreadnought's Missile Barrage can cripple massed structures, and Bombers have a damage advantage against str
[quote who="soasertsus" reply="15" id="2179833"]Best LRMs and carriers? Are you on drugs? Also Vasari cannon fired multiple times basicly renders Advent defences useless or outright destroys them. And Im pretty sure Egg is the best, it has the Nano Disassembler ability. About 4 shots of that and the Motherships hull would be destroyed so the shield ability would be useless [/quote] In terms of fleet supply and costs, Drone Hosts are better tha
What was the situation? Was this an early-game attack or later on? Scout rushes can be extremely effective at disrupting the enemy's economy by shooting down construction ships, and for the TEC, Timed Explosives make them one of the cheapest ways to wipe out Repair bays and various structures. Of course, scout attacks aren't too common, so your opponent might have been trying to well, use a shock value attack. It would be rather demoralizing to lose a fleet of assault ships to a
[quote who="soasertsus" reply="13" id="2179797"] I know they have good defences and can win through culture but I have never even won a game with them. If you want to be a turtle then dont play this game, how boring would that be to just sit there and not do any fighting. The Vasari are the most mobile in the game and if you research you dont even have to pay for ships. I can penetrate the Advents defences every time, Ive never had to retreat because of the defences. And
What size map were you playing? Obviously smaller maps take much faster, but I've seen Medium Random maps take up to two hours, which gives plenty of time to plan out an empire and an army. I haven't actually seen any early-rushes with the exception of the typical Assailant attack. Try giving it another chance. Multiplayer is indeed much faster, but it compresses a lot of needless time away to get straight into development. ^_^
Asteroid fields reduce accuracy by 20%. It makes them a bit better when used defensively, but kind of weak compared to the Magnetic and Plasma fields.
Chuck Norris can scout a planet from five galaxies away. ^_^
[quote quoting="post"] Ogre Battle: March of the Black Queen (Before a VC release this game would have cost you a pretty penny to track down, as only 250,000 carts were made in the US) [/quote] Depends if you're looking for a mint box version or if you want to actually play Ogre Battle. A used SNES Ogre Battle cartridge costs usually around $35-120, with the average range I've noticed at roughly $70. Not a bad price for arguably the best and one of the rarest SNES games arou
[quote who="Bravenue" reply="9" id="2154477"] Have you ever ordered a colony frigate to attack something? 'We'll do what we can, hehe...' [/quote] That's the main reason why TEC is so wonderful. The Protev voice is so cute! 'Uh... Yes, Commander?' 'They don't look friendly...' Really, the faction's voices can have an affect on which side I play. I feel guilty using Advent because the Seeker Vessel sounds like a little girl, which then will blow up. A
In multiplayer, I almost constantly see only Varsari, followed by a few TEC players. >__ Though of course, it does depend on the map. Vasari is the best in smaller maps due to the early Assailants, while Advent is stronger in larger maps, when fleet size is a lesser issue and carriers become more viable. TEC is usable in virtually any map, with their good trade bonuses. The races are pretty well-balanced overall. I'd lean towards TEC being the overall best and versatile
[quote who="mwdowns" reply="10" id="2161114"]We've got some good suggestions here for the "money is no object, all cap ships present" situation. Any suggestions for early game combos where one might be limited to 3 or 4 cap ships? [/quote] As I previously mentioned for TEC, Marza/Dunov works well as does Marza/Sova/Sova. Against Vasari, I usually start with a Sova Carrier, then add another and possibly an Akkan, where the early Fighters makes countering the Assailant r
The best you can do to counter the Marza's would be Bombers. Obviously you'll need many Fighters to counter their Fighters and clear out the support ships, but the Marza's only defense against Bombers are one Strike Craft. A primarily Carrier fleet, especially with Advent, is the best way to counter them. Also, you can try to simply exhaust their antimatter supplies. By constantly retreating from neutral worlds, you can try to keep the enemy on the chase, eventually depleting the
It really depends on the map. Very few maps will have more than a couple capital ships, so each one can be extremely important. For TEC, the Marza/Dunov combination is always a good strategy. The former covers the latter's mediocre damage imput while being kept alive with Shield Restore. I've found that two level 6 Sova Carriers and a level 6 Marza is pretty formidible. The Sovas and their 8 Strikecraft ward off any Bombers along with Missile Battery/Embargo support, and the Marza of
The longest I've played was a random huge single-star, against seven AI players. It took about eight or so hours, and I had every TEC capital ship in doubles by the end. XD
A lot of learning comes from just playing a few matches. Set the AI on easiest on the first couple maps, to get the hang of controlling the economy and military smoothly. For help with fleet construction and what-not, I highly recommend looking through the topics at the strategy board. No help is better than from several players. ;) For multiplayer, I recommend starting after being able to defeat the AI sides fairly quickly and to micromanage. Some of the players online are pretty inc
My first multiplayer game was pretty memorable. It was 3v3 with myself as TEC on Random Large. Unfortunately, I had a terrible starting position, with only 1 Asterioid, 1 Dead Asteroid, a Volcanic planet, and an Ice planet, so expansion was miserable. My allies were also in bad positions, while the enemies were in good areas and quickly wiped out the two allies. At the start of the game, the host forgot to disable pirates, and said 'Alright, no one place bounty. If I see anyone place