[quote who="furyofthestars" reply="34" id="3472261"]Hmm, I don't seem to have much issue scouting the AI. A fair sized group of scouts (half dozen or little more) or even Corvettes should be able to slip through most planetary defenses. Now, if the AI has its fleet in the way... you're right, that's a different story. For that, I find sending a small fleet contingent made up of things I don't mind losing is great for this. Preferably, seems I should already know where in the g
Turchany
[quote who="WJC3688" reply="32" id="3472258"]In singleplayer you have plenty of time to issue unlimited APS. You can pause and issue orders in this game like most RTS. I probably wouldn't be playing it if I couldn't do this, managing large scale games efficiently would require too much technical skill. I'm more interested in the decision-making aspect of gameplay.[/quote] For me pausing takes away from this game, instead of adding anything. True, it can help
[quote who="WJC3688" reply="29" id="3472250"]That's just plain not true. A lategame scenario means you have a large and flexible income to invest in some more creative intelligence options than just "try to send one scout at a time."[/quote] I know you can send more, I am not stupid. But how many scouts do you need to bypass several heavily defended AI worlds? Or do you have the time to wait for your envoys to reach those far-away worlds? And don't forget they a
[quote who="RespawnedTitanL10" reply="6" id="3472242"]Well, by then you already know what planets are owned by whom[/quote] Really, how? By sacrificing dozens of scouts trying to reach through the AI fighter swarms just to die at the next gravity well? What if I told you I have many much better things to do during a game than just controlling otherwise suicidal scouts just to reveal planetary ownership on planets that are like 10-20 jumps away? On
[quote who="RespawnedTitanL10" reply="27" id="3472239"]should probably also be tagged as needing fix, if it hasn't been already. (I just found out about it.) Almost certainly an engine issue that should be easy to fix in the compiled code, but seems hopeless for modders.[/quote] NO, please don't do that, basically that's the only way to know who owns the planet. If the game reaches mid-game status, there is microscopically small chance for you to reveal what
[quote who="RespawnedTitanL10" reply="3" id="3472235"]Indeed that works (you need to be zoomed in), although I'd say that is a bug because it's giving away info you're not supposed to know. [/quote] Then how do you want to acquire information about the heavily fortified AI worlds? You know, on bigger maps, when AI has hangars and starbases by the time your scouts get there, and are killed easily by these. there is no way to get info from AI plane
[quote who="furyofthestars" reply="16" id="3472225"]you're the one making the point, the burden of proof is on you)[/quote] this
[quote who="WJC3688" reply="14" id="3472220"]"OK I know you wrote an explanation but prove it." That's........ not much of a counter-point.[/quote] Yes it is, something is not OP because it counters many things. Something is OP because it gives you such an advantage others cannot really do anything about it. Capital ships, heavy cruisers, TITANS, starbases counter flak HARD, while light frigates can be built earlier and massed easier, and those do have a
[quote who="WJC3688" reply="11" id="3472215"]And I'm serious about nerfing flak. HCs and capitals are too expensive to rely on, meaning that realistically, fleets have to rely on LRM, carriers, corvettes, or some combination for their damage. Flak counters all of these. It does little damage to capitals or utility but if a fleet has only these ships left it does not have enough damage to pose a threat. Flak counters all the major damage dealers until late game when HCs can start to come o
[quote who="RespawnedTitanL10" reply="10" id="3472206"]Phasic Barrier moved down[/quote] ONLY if it does not force your units to relocate fire once activated (like it does currently). It is extremely annoying when playing against AI that researched this, basically there is no way to queue attack orders, this ability just makes my ships and strike craft ignore my previous commands and start attacking stupid trade ships. It MIGHT help somewhat in multiplayer but is that s
[quote who="WJC3688" reply="8" id="3472193"]Nerf flak[/quote] Now you too are starting it..
[quote who="Seleuceia" reply="1" id="3472161"]Also, you can often tell if a planet has been colonized by the color of the extractors in the infocard...when you hover over a planet, the text for the extractors will appear grey if an extractor is built and white if one is not...this works regardless of whether you currently have vision there...of course this may be a little late for some purposes but it does help you track a players expansion and give you a hint as to when they might move on to
For me it seems planets always grow 3 health per time unit, with TEC research level2 4 (sometimes 3), it never increases nor decreases in any other ways. No matter if they have 1000000000000 max health or just 500. These are just my observations from the game, not from any files or something. While being bombed it never increases, and if bombing cedes, it takes several seconds to reinitiate health growth. So it is useless upgrading the planet IF YOU CANNOT DEFEND IT, in other words yo
Lol my guess is no.
[quote who="WJC3688" reply="7" id="3471679"]Corvettes really are like mini-Flak frigates if you think about it, so it only makes sense that they are effective too. They have a lot of guns.[/quote] True, but only to some extent. Damage types are different, corvettes are better in this case against most things. But really, I suggest you try these things out, and after some games you may feel what's the real value of these things. There is nothing better than p
[quote who="WJC3688" reply="5" id="3471655"]Sure you can beat the AI however you want but there are more efficient and less efficient ways to do it. The power of Flak frigates allowed me to beat an AI much faster than when I tried to keep building only light frigates which die much too fast.[/quote] True, but I find flak to be situational, though I always try to have at least 10 of them, I never feel it necessary to have 50-100 of them, their required number is highly s
[quote who="WJC3688" reply="3" id="3471653"]corvettes, missile frigates[/quote] Because Flak somewhat counters these, and fighters as well, but against other things like heavy cruisers, capital ships, titans, starbases, structures they are useless. Risky investment, basically you lose the ability to focus fire dangerous things out. Oh and btw you can defeat the AI in so many ways I wouldn't be surprised one can win with only mass scouts lol.</
You best guess is trying it out for yourself. You will quickly change your mind on this. Their proper use requires so much and intense micro it does not really worth doing this I hear. I only tried it against AI once, it sucked, really, I was struggling like a noob and it was just a hard AI. Their biggest disadvantage is their long build time and bad multipliers against many things, and extremely weak focus fire.
Hydraling, before responding to your comment let me say this. My suggestions are for someone who is new and will be trying to play against easy or normal AI, even hard. You must admit, you don't need to play perfectly to defeat any of these. [quote who="Hydraling" reply="4" id="3471366"]No, turtling against AI in this game is literally the best strategy, especially on higher difficulties.[/quote] By turtleing I meant colonizing a few planets (
[quote who="psychoak" reply="9" id="3471324"]Multiplayer tutorials are anything but typical, and anything but worthwhile when present. The best multiplayer tutorial is playing with actual players.[/quote] Experience in single player games, reading several threads about strategies and reading those guides are more than enough for a new player to enter the MP community, if he is willing to put some energy and determination in it. [quote who="psychoa
[quote]Would any skill from those games translate over to sins? [/quote] From Endless Space no, because thats turn based and Sins not.. [quote]One thing I don't like about sins is its lame tutorial (needs to take notes from extra credits) and said learning cliff. And unlike ES it's not turn based, so I don't have the luxury of being able to read though the tech tree and meticulously plot out what i'm going to do and weigh my option
There are many competitive maps that don't have any planet bonuses. Same goes for artifacts. Though not every map has this version, but this is the easiest way to solve your problem.
[quote]I've heard that Ravastra Skirmishers are significantly less efficient than other light frigates (Disciples and Cobalts); if so, how does this effect Vasari fleet composition?[/quote] I've heard they are not that bad as many say, and Vasari LF spam is a viable option. Though I am not a Vasari player and I have usually seen sb+vette spam. [quote]I have also heard that Vasari corvettes do not compare well to Advent and TEC corvettes; i
Do Pirate Pillager ships have the plunder ability that steals credits? While loading the game a tip says this, but I'm quite sure the Cutthroat has this ability. Or am I wrong? Oh, and the Pirate Repair platform is not working, never heals anything. I understand this is not a huge problem, but it's strange to see idle defense structures during a major siege.
Mods, this is the job of mods to do something like this. And I am sure there are mods to increase the strength of pirates.