They pretty much have to let the AI's cheat at high difficulties. The Sins AI is pretty decent, but it becomes predictable as you get used to it, and there isn't much of a way around that. Good players use tricks, traps, and chokepoints. Eventually the only way to make the AI harder is to just give it huge advantages.
Cykur
Yeah, it has been one of the reasons I just can't play much. I had a 2v2 degenerate into a 1v1 one time where neither one of us would surrender and we kept managing to rebuff the other and make offensives. The game went over 5 hours before I finally had to concede (my ally left me in a shitty position, but the other guy played incredible too). I have had many 5v5's go into the 3+ hour territory, even though most are over in 1.5 hours. It is hard to set aside th
I've played some Allegiance, it was a pretty incredible concept that I think wasn't quite friendly enough to the casual gamer -- definitely hardcore gamer territory.
[quote]The illuminator was far from overwhelming even with the bug despite what some may say. At that patch, it was more prominent to disciple and seeker spam(which is a gay strategy but effective) anyways as advent. It rarely got to illums if you played against certain players(JJ, Star player). A vasari SB stopped illum spam cold unless its a huge fleet with guardian and progen backup and little to no opposing fleet. Illums suck against any single target which makes SB difficult to deal
[quote]I assume you do not mean overseers because thats vasari. Domina subjugators suck so you can't mean them either. The only support cruiser worth a damn for advent is guardians. Vasari are great at rushing but they are great at everything else too. Once entrenched, they are practically impossible to dig out due to SB and phasic traps. They can then strike with impunity with kosturas or fleet or both. You can't be slow and methodical with them because they will continue to use their
[quote]personally I disagree with the point about the kol. I regularly pick this as my first cap ship. Perhaps its just the fact that I play in an aggressive manner to start (rushing if you like) then switch to a defensive posture whilst i boost my economic foot hold but which I think ships like the kol are great for since they are good on the offensive and ideal for defensive (or at least this is how Ive found them to be)[/quote] You can start with a Kol, but it is actually not the
Ha, no, you'd have remembered...I was playing under my name. (Unless you recall me beating you a month or two ago....)
I don't think the speed change has much to do with it either. Vasari had more of an advantage back before Fast Start because neutral economy might kick in very quickly with nearby asteroids while everyone was still trying to afford labs. I think it is just the various ship balance changes and Illuminator bugfix have taken their toll. Seekers can still shut down early Assailants. I played a couple months ago and someone hit me with a Disciples and a crap ton of seeker
EDIT: After reading the original question again, I realized my answer was commenting on the overall thread without answering the original question. 1. I think professional reviewers are affected by advertising and are also trying to make an educated guess as to how well a game will be received based on graphics, sound / voice-over quality, technical issues, and a set of criteria by which they compare games. User reviews are based purely off of how "fun" the game is to the
Yeah, they have some target audience confusion. I actually like SGU now, but it is hard SciFi Drama. I'm pretty concerned the show is going to be canceled because it has such a niche audience.
The advantage used to be bigger before the Carrier Caps got boosted in the last patch, but there is still an advantage, especially for the Akkan / Progen. The Akkan not only saves you the money from having to build the extractors, but they are operational faster so they are earning you resources instantly. Saving on Colony ships, faster colonization, and the money saving abilities for Akkan/Progen all snowball into launching a faster economy. This doesn't mean crap if someon
You can take an asteroid with just a colony frigate as long as you have enough antimatter when you arrive in system. Fly in, colonize the asteroid, and fly your colony frigate back out. The militia siege frigate will start bombing your new asteroid. Immediately build a turret right next to the asteroid in front of the siege frigate. The siege frigate will stop bombing for a bit to fly away from where the turret is being built, but won't quite get out of range.&
My ally who got disconnected asked me to post the replay of a game I just played. I don't know that I would call it a pro game, since it eventually became 1 player with 2AI vs 1 player with 2AI. 3v3 Lots of Disconnects
There are different ways to manage fleets. If you are breaking into a hostile gravity well with mines, heavy defenses, and a starbase, I suggest you have your entire fleet in "hold position" and you manually control their movement. After repulsing a big AI fleet and weakening them enough to start an offensive, take a corner of the enemy gravwell and let them come to you. Use your firepower and flak defensively while using bombers to pick apart the defensive positions. 
If you have a large queue of mine deployment, you can cause something like this. Mines cost money for Advent to deploy, so if you told a whole bunch to build somewhere, as soon as you get enough money, (about 600 credits? trying to remember), they will deploy and suck it out of the bank in a chunk. This will keep happening until all the queued mine deployments complete. In regards to the other posters, Pervasive Economy doesn't suck away other people's credits, it ju
As you say, they just don't do a lot of damage. Sure, enough of them will destroy some ships and soften the enemy fleet a bit, but they won't do much to stop a determined attacker. If you have a lot of cash, you could always put some out there to create an added deterrent layer to your defenses, but they are no substitute for fleets and defense structures.
I was playing with these a couple months ago, I would recommend 1.40f. 2.0 is a completely different fan patch by a different person and is mostly just rebalancing. I liked the changes in 1.40f much better, and it also had some bug fixes and new options. You used to be able to find these at DragonsWord.com but it seems like the site went down sometime in August?? Might want to keep an eye on that site in the
[quote]ok, is it just me or is the advent beam turret upgrade 'synergy' rotten compared to the other factions' turrets? i mean vasari gets to shut down regeneration for ages and tec can get both an aoe missile ability and a long range attack that reduces enemy armor??[/quote] While the TEC longer range attack is certainly very nice, the sheer amount of damage that clusters of Advent turrets put out is pretty insane. Human players will know to steer clear of these,
You don't have to SB every world to protect from Novaliths, just the Terran, Desert, and if you get around to it, Ice worlds. Your late game economy won't even miss the loss of asteroids or volcanos, because the worlds themselves provide very little income, the benefit is in the orbital structures (which you have hopefully built out). If the world is not frontline, you can also throw some trade or economic upgrades on a SB in addition to Auxiliary Govt and it will eventually pay y
If you absolutely MUST go through this chokepoint these are your most effective options: 1.) Mass bombers and do hit and run raids. You have to destroy the Phase Jump Inhibitors first so you can retreat ships as necessary. Destroy some stuff pulling out damaged ships to be repaired and finally retreat and repair. If you do it right, you should be taking much less casualties while causing damage to your opponent and eventually your fleet will be significantly la
I think it is pretty common for people to find inspiration from other things. One time while I was watching Star Trek, I noticed that the Borg ships looked like boxes. (Text added for comprehension purposes.)
[quote]Yes, I am aware of the issue with the Goa'uld Envoy not getting it's abilities. It's a research/pre-requisite issue. I have played the Goa'uld multiple times though and I have never had a problem establishing a pact when everything was in place to make one. The Envoy abilities are fixed in the next release of the mod, which I finished the initial coding for this weekend and I'm currently playtesting right now. As soon as I finished the Goa'uld, I started work on the Ori, so it wasn
I am not sure if it has been mentioned, but I was playing around with the Goauld and found that I could not create diplomatic pacts. It said "I already had a pact of that type" even though I had no pacts with anyone. The diplomatic cruiser was also not getting any of the special abilities once they were researched. Well, it didn't get Extortion or Mutual Threat, I didn't get around to testing for Mentoring. I know other races work correctly for Diplomacy in this mod, i
He built skirmishers to control the neutrals because there was a big ass fleet of Vasari scouts that were going to threaten them (before they disappeared thru the wormhole). Even the neutrals in the main area represented a lot of income, and HuyMac had guards on most of them -- Skirmishers are the ship of choice until you get carriers.
[quote]Otoh, I can also imagine problems if capitals are the only thing not affected by Repulsion. Wouldn't this make it alot easier to isolate a capital ship from its supporting fleet?[/quote] This is the argument everyone uses. OH NOES! The Capital will get isolated from its fleet!!! I don't really understand how this is worse than the current system of stunning the Capital so it can't run and killing it while you push its fleet around too. I