Hehe...you don't need military labs to fire a Kostura after it is built. Though I have never tested it, you should NOT be able to build a Kostura if you lose labs so you have less than 8. That is how every structure in Sins works, though I never have been in position to test it specifically with a Kostura. So, since you don't have the replay (or didn't check for it), it can only be assumed the AI had 8 labs, researched and built 1 before it lost labs. It didn
Cykur
The thing that drove me crazy back when I tried 1.09 was how ships would join the control groups of fleets they joined, but they wouldn't remove themself from the control group if I put them in a different fleet. So when I went to give an order to a control group, I had ships that had joined that control group detach themselves from whatever they were doing and try to complete the order as well... I often wouldn't notice this, because the ships would be in a different system by
[quote]Lol. send about 30 kodiaks agaisnt him an dhe wont stand a cahnce[/quote] Actually, a cobalt spammer might very well beat an HC rusher. You can have an obscene number of cobalts by the time someone has 30 HC's, and very likely have killed them by then. Not that I'm advising spamming cobalts or anything, since 80% of the people playing spam long range frigs.
I see people use it to save their Akkans all the time.
[quote]Maybe add a permanant boost to culture spread rate based on the value of enemy fleet and structures destroyed, and planets cleansed. Then the boring last half might get fun as it gets shorter and shorter.[/quote] That is kind of an interesting idea. On the flip side, the guy who is winning doesn't really need a culture boost because they have more planets and more money to build more culture stations. Unless the thing that got boosted was the actual r
[quote]I actually have fun in the second half too. One time I was definately was going to lose, but kept trying to persuade my opponent to attack my most fortified area. When he finally did the battle we extremely epic. Second half isn't always that bad.[/quote] I hear you. It can be fun doing a last stand. I suppose it is the duty of the victor to provide this fight, but it is a pretty boring stage of the game. Defense is static..you aren't going anywhere, but it re
Unless you have turned your auto record games setting off, you could go into Watch Games, click until you have the autorecorded multiplayer games list up and find the one where he beat you and see how he did it. You should always do this when you don't understand how someone beat you. Otherwise, it is pure speculation as to just what happened.
First, I'm very excited about an expansion. But I'm mostly a multiplayer type guy, and I can't help but wonder how long games will be if defensive power is increased without some type of either offensive or economic power being added to counter it. To grossly oversimplify, you could chop games into two major parts. The first half is where you are not sure if you are going to win or lose, and the second half is when you pretty much know you are going to win
[quote]Here it is. Low quality, though.[/quote] OMG! Thx for posting this Kitkun, this commercial is awesome. Speaking of which, I think it derailed the PAX thread. Wish I could have gone this year...maybe next year. Did you guys take any pictures? We want links! Yes, they love huge food portions here in the USA. I bet you can't even get a 42 ounce xtra large soda pop at a movie theater in Vancouve
As people have mentioned, the Dunov is great for neutralizing Advent abilities. This works better against the computer, because in multiplay a Dunov has a life span measured in seconds when you put it too close to an Advent fleet. Make sure your frontline worlds have multiple frigate factories and heavy defenses. Use carriers to raid, and pull back when he attacks. Don't try to face his main fleet on his terms, make him face you on your terms. Meanwhile, use co
[quote who="apricotslice" reply="9" id="1856840"]I used to use mainly fighters. Until I noticed one day that without commands, the bombers went after ships while the fighters buggered around doing nothing. Since then, I've been using more bombers than fighters, and get more ships killed faster as a result. I've not noticed the bombers picking targets either, they seem to attack all frigates equally.[/quote] It is true fighters get distracted doing things like tryin
#1. You use these little things called Scouts to see what your opponent is up to. If you see 8 Civic labs going up early in the game, you know something is afoot. Scouting the enemy is always good, but scouting Vasari to see what they are up to is critical. #2. If you see a weird fleet composition....say...a mix of frigate types with carriers and HC's....that indicates RA is probably running. Remember, if it ain't 40 assailants, or 20 HC's, or 20 Transpor
[quote who="apricotslice" reply="6" id="1855952"]Meet 100+ of anything with at least 50 carriers, and the larger the fleet size, the more carriers you add. With the fleet your talking about, 100+ carriers ! Then use Alt-select your bombers and target the Illums as groups using the list down the left. Keep targetting them every 5 seconds or so so the bombers keep at them only, until you get them down to small numbers. Unless they have a lot of flak around them, they will be in trouble.<br
Hey guys...is DT playing 1.09 still, or did you guys move back to 1.05 while waiting for 1.1? Just curious...thought about playing a little, but the strikecraft bug in 1.09 was really annoying -- it kind of forced you to build carriers so you could cheat if the other guy cheated first. If he cheated and you didn't have any carriers to cheat with, you were screwed. =)
The main problem you are having is that Illuminators are one of the most dangerous ships in the game for the cost. They are extremely effective. In a smaller map, the trade off is that it takes a bit longer to get to them and he doesn't have them yet, but this is a non issue on extremely large maps. If the guy is JUST using hordes of Illuminators, it is hard, but you can use counter ships to beat him. As mentioned, HC's and Carriers with fighters do wonders. TEC
1-2 hours are pretty normal, but if you play a big map and everyone digs in, it is possible to have a game go 3-4 hours.
Doesn't stack, but if you have several Subverters and stagger the ability activation, you can achieve "perma-lock" on a small cluster of ships. At least in 1.05. In 1.09 / 1.1 this is pretty hard to achieve.
Hold down the ALT key and click on them in the Empire Tree...then hold down the shift key and give them a few targets.
You have to kill the Subverters ASAP using your fighter/bombers. Subverters have a high level researchable ability that allows them to temporarily disable ships in a small area. 16 Subverters is no joke, especially if your ships are clustered. Your ships will get locked down and be helpless as 16 Subverters is enough to cycle the ability on a clustered fleet. Capitals are also immune to Subverters, you just have to be careful not to lose them to the rest of the Vasari fleet while you
For its overall tactical and strategic options, the Jarrasul is really one of the best caps in the game. Kortuls are great too. If you like micro, the Marauder or Carrier are pretty good too, but it takes a lot of management. I only make Desolators when I get to a stage of the game where I need more siege. I consider Desolators to be the Vasari siege frigate.
[quote]Start order for vasari for games when enemy is no more than 10 jumps away.[/quote] LOL ---- oh noes! dey is been spotted less den 10 jumps from da HW!!!helpkthx Seriously though, Siddy is telling you the safest build order to kick off most Vasari multiplayer games. The major stages of the Vasari game can be summarized as: Stage 1: Build Colonizer cap and ungodly number of assailants. Use scouts to take the neutral extractors.
Quitting is a problem, to be sure, though we have to keep in mind sometimes the game crashes. One of the problems with Sins is people can change their name constantly and behave badly. By changing their name every few games they avoid reprisal from the community, which can generally self police if people become widely known as nuisances. As to the "teams of experts", while I have certainly been on those teams, I also have played many a game where I took someone on my team beca
Yeah, turning off auto-join could be a work around. Otherwise, Brief Summary: If ships auto join the hotkey group when they auto join the fleet they should auto leave the hotkey group when they leave the fleet.
I have noticed one game where things were playing ultra fast for a few minutes....then the game crashed. I have played another game where things seemed ultra slow. Both of these games were launched under the fast setting. This doesn't happen all the time though, usually games play at the appropriate speed.
Actually, the guys in prison WOULD know.