Hey, thanks for all the responses. Some of it seems do-able, but let's take... uh... a hypothetical. This definitely has never happened to me. What are you talking about? I follow closely the idea that if I can keep my choke-points heavily defended, then I've nothing to worry about because if the enemy can't get past that one defended planet then I've bought myself all the time I want. So, I have a (fully-upgraded Vasari) Star Base and Regeneration Bays a plenty, accented by several u
Chikumi
Hey, everyone! Just a quick strategy question. A friend and I played two games tonight, and in both games the following happened: -We were teamed up and working together -Enemies posed no apparent threat -Suddenly, BOOM, upwards of 30 enemy ships jump into a planet of ours, not more than 10 minutes into the game, accompanied by a Capital or three. We're not poor players by any measure, and we historically are very strong when working together. However, we can't
So, I was thinking today... the purpose of the AI commanding an individual ship is to automatically do what the ship does best. Let's use a Garda Flak Frigate as an example. We are fighting a battle in which we have a star base and our opponent is sieging our planet, and we're sending ships in from a nearby planet to help turn the tide. If we send our Garda Flak Frigate in, it will auto-target some strike craft. But perhaps we don't want that; maybe we want our flak to shoot over to our star
Hmm... you've got some very interesting ideas here. 1. I, too, play Vasari, and I've never met with "ship blocking," even with my excessive use of Star Bases as offensive weapons. I do understand the frustration of losing a Star Base to a few bomber squadrons as the opposing fleet kites the base, with my Giant Moving Bastion of Destruction utterly helpless to fight off a few tiny ships until my flak arrives. 2. This is a perfect example of why we need the Z-axis. The issue you
Duly noted Darvin3... I suppose that's just a problem with my strategy. You realize I'm not all that good at this game [e digicons]^_^'[/e]
Thanks for the quick responses, guys. Darvin3, I didn't know this was a current issue. I understand that a VASTLY superior player can come out on top from a bad situation, and I've done it numerous times, but what I mean is that equally skilled players should be competitive on the random maps. Orodum, I agree. I love Age of Empires II, I've been playing it since I was 10, and this was never an issue for me. It'd be nice to see something similar in Sins. On a rather unr
Hey, everyone. I guess I'll just jump right into it... Just played a game on Ironclad Online, 1v1 on a small random map. About 30 seconds of scouting and it became clear: I was going to lose. I had many fewer planets that I might colonize than my opponent, who had 11 of the 20 gravity wells under his dominion. My side of the map consisted of significantly less; 6 planets and 2 neutrals in between them, only one of which had any resources, and pirates. Not only was my opponent in a vas
Of course -- this is an open forum, after all [e digicons]:grin:[/e]
Hey, all, I downloaded the Beta 1 today. I've been trying it out, but I have a few questions and/or suggestions: 1. The Undermine ability: When the tool-tip mentions "round trip," what does that mean? Wouldn't it be best for it to work simply over time, or reduce allegiance increase rate by a set amount? What effect will this have on culture coming in and out of a gravity well? 2. What is the use of the inter-species communication research? What effect does it have on the