Hi! A duck test: If it floats and says "quack", it's a duck. BR, Iztok
IztokBitenc
Hi! [quote]Thougt the ai on hard doesnt cheat with money or so.[/quote] Wrong. We just recently discovered that hard AI gets an income bonus (about 50% more money than a player gets). Check [link="https://forums.sinsofasolarempire.com/312860"]this thread[/link] for more. BR, Iztok
Hi! [quote]That's far from difinitive proof[/quote] [quote]The hard AI doesn't get a boost.[/quote] Sigh... :( Do you need to see it with your own eyes? Easy: - start a game with "normal" AI, don't do anything, quit after 3 minutes, check the "Credits income from planets" (the third) graph. - start a game with "hard" AI, don't do anything, quit after 3 minutes, check the "Credits income from planets" graph. Still not a definitive proof? BR, Iztok
Hi! [quote]micromanagement is a key part of RTS games. [/quote] Yep. The one who clicks the fastest usually wins, becauase he can do the most MM. And for that fast clicking he needs lots of strategic thinking. Yeah, lots and lots... :( You know, there's a difference between fun and grind when it comes to MM. Repeating xxx times one command is rather a grind. Setting an autobuild queue for SCs with a slider to chose between fighters and bombers would be most welcome from my part.
Hi! [quote]Yeah, hard AI doesn't get an income bonus. That's the unfair AI.[/quote] Please check [link="https://forums.sinsofasolarempire.com/312860"]this thread[/link] for the proof you're wrong. BR, Iztok
Hi! On hard AIs use "full brains", and get ~35% more money from planets. BR, Iztok
Hi! [quote]Garda Flak Frigate: 24 ... Javelis LRM Frigate: 15[/quote] [quote]Halcyon Carrier: 2 ... Aeria Drone Host: 12[/quote] Umm, that's a strange combo. Why did you build so many Flaks and so few LRMs agaist 20 or so strike crafts? The numbers should be at least reverse, if not significantly in favor of LRMs. [quote]The Advent had the most Capital Ships.[/quote] Don't forget Advent has some mighty fleet-killing combos on their capitals. Cleansing Bri
Hi! [quote]Should I bother using Cobalt-class frigates past the initial rush?[/quote] In early and mid-game (when there's still lots of long-range fregates) you better forget Cobalts and build something else. In late game when early heavy-hitters (long-range fregates) are mostly gone are Cobalts (and light fregates from other factions) useful because: - they have anti-heavy attack and lots of ships in that time-frame has heavy armor, - they are fast, so you can send them around y
Hi! [quote]What do you think is the perfect ratio of fighters to bombers and why?[/quote][size="7"]Depends.[/size] ;) I prefer fighters more, because they're more usefull: they kill bombers and ships with light armor significantly faster than bombers can kill other ships. [quote]I look to see what ships make up the enemies fleet and adjust accordingly.[/quote] That's exactly what I did in my recent SP 1.05 game. In my defensive hangars I used to equaly mix fighters and bom
Hi! [quote]Distortion Field grants the Subverter an area effect stun ability that has no cap on how many enemy ships it can stun.[/quote] In my SP games version 1.05 as a Vasari I had big problems with Distortion Field: 1) My subverters NEVER autocasted it. 2) When I manually used it, I stunned only 1 (ONE) ship. I'm not mistaken, because I had 2 subverters trying to stop 4 bombers bombing my planet. Whatever I did, two of them were bombing. Can someone explaing what am I doing
Hi! [quote]uhm okay there is a small difference in the planet-income graph.[/quote] Umm, obviously I'm not clear enough. So please compare those two pictures below from my all-slow hard game. Credits income rate. Note my race is green Advent vs. blue Vasari. I've bought the fourth earh-planet upgrade, colonized an astroid, and upgraded it to
Hi! [quote]not likely.[/quote] Did you actually check? Just 5 minutes with a normal AI and 5 minutes with a hard AI? Nah, you didn't. Because if you would, you'd find out the difference in the third credits graph is not 25%, but 30%. BR, Iztok
Hi! [quote]So please what's the difference among easy, normal and hard?[/quote] I just found the difference between normal and hard. Each time I've looked at end-game stats I've been wondering why my average credit income was the highest, but credit income from planets was significantly lower than that of AIs. So I started a game on normal, just played some 10 minutes and quit. Lo and behold, this time my credit income from planets was almost identical to these of AIs. Conclusio
Hi! For SP I'm currently preferring Advent. Despite I'm not using Repulse much I like great fleet-killing capabilities of their cap-ships. OTOH I dislike the low planet-killing capability of Malice/CB cap combo (my first two caps). Guess one can't have everything... ;) BR, Iztok
Hi! [quote]just RA till my fleet cap is up, and then scuttle all of the ships after the battle.[/quote] In my recent SP game I just pushed Vasari up to RA, and was "swamped" with those returning ships. What I noticed was I couldn't scuttle more than one ship at a time. Despite I manually selected two (or more) ships in the same solar system and ordered them to scuttle, only one did. Anybody knows how to circumvent that "limitation"? BR, Iztok
Hi! [quote]I can't figure out how to leave my galaxy[/quote] You need to research long jumps, then you can jump from one star to another. BTW you need to explore the other star first in order to jump to it. BR, Iztok
Hi! [quote]Vasari Research: -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.[/quote] Would be good, if those two techs would be at tier 1 and 2. But they're still at tier 4 and 5, costing about 5000/800/1200 for increasing a pop from 70 to 112 thus giving about 1 credit per second bigger income from each volcanic planet. For that price I'd rather have a level-3 pop upgrade for volcanic planets. [quote]-AntiLight att
Hi! Fighting AIs should be easy, as they usually don't bypass your frontline planets to strike in your "soft belly". Reinforce your frontline planet(s) with lots of tactical structures. For such a planet I suggest you to use 1 phase disruptor, 3-5 repair stations, the rest a mix of cannons (put them in a tight line between your planet and a phase line where AI will send ships in, so they'll be able to "support" each other) and hangars with a mix of fighters and bombers (depending on what AIs
Hi! [quote]I am getting owned. WHY?[/quote] Ummmm, perhaps because the other guy has more ships? ;) In MP games you can't play the way you want. You need to adapt to the actions of your opponent, or you'll keep losing badly. In your case you've simply being a victim of a LRM rush (check [link="https://forums.sinsofasolarempire.com/314399"]this thread[/link] for more info on that. BR, Iztok
Hi! [quote]am I doing something wrong?[/quote] Yep. You started with unlocked teams in a game where diplomacy for a human player is essentialy broken. I just hope this issue will be addressed in 1.1. There's also a longer, less pessimistic answer to your question, on how to go around that. But while AIs in this game can do what you can't :( , better lock teams and save you a lot of frustration. BR, Iztok
Hi! [quote]If you get an ally[/quote] [B][size="3"]If[/size][/B]. In last three 1.05 games with 3 unlocked AIs I tried recently I couldn't. Because AIs didn't start with easy missions (give ...), but with hard ones (destroy ...). In only one occasion out of ~10 I got "give 1000 credits". :( If those hard missions would be "destroy ships", I could fulfil them (there were many ships thet kept harrasing my border planets), but going out and destroy tactical structures of one AI, while
Hi! [quote]Take into consideration I already had one refinery and had researched 4 levels of advanced mining... how do they do it?![/quote] Check the costs of researching refinery and 4 levels of advanced mining. Now convert these costs into ships AI had and you'll probably be close. AIs tend to quite early research bigger fleets, what drops their income afterwards, but they still have big fleets anyway. [quote]Then when I try to do the missions to make allies...[/quote] Unf
Hi! [quote]it is much simpler to kill the structures in the gravity well than it is to kill the planet. Killing the world is great, but you accomplish the same goal by killing his infrastructure. [/quote] Key statements IMO. Since destroying a planet takes soo long, it's better to wipe clean the orbit of one planet, and just move to another one. Surely the opponent can rebuld, but it will take quite some resources to do so, and he has now only money from planets. Asteroid mines and cons
Hi! [quote]Now if anyone here has ever played Stars!, I owe you a cookie.[/quote] You owe me two, because I still do. The community at http://starsautohost.org is still kicking. [quote]combined RTS with a weird Sim City like feel to your colonies you established, mixing urban planning and ship development and fleet defense with economic and military takeover....can't new games do this?[/quote] They could, but IMO they'd wouldn't sell much of it. For doing all you've mention
Hi! [quote]my fleets (TEC) usually end up looking like this: ...[/quote] I used to play TEC about the way you described, but in the recent game I produced only about 10 light fregates, the rest (~30 ships) was long range and two capitals (colony and planet-killer dread). Removing the first AI that used mostly light fregates was such a simple task I've been astonished. I've lost only about 4 LFs and two LRMs, AI lost everything (level 4 cap ship, ~25 light fregates, 10 LRMs, another l