Oooops i didnt checked that Howdu made a similar thread soon ago... Dont reply on my thread go direct on Howdu's thread: https://forums.sinsofasolarempire.com/334038
Yodarkore
[quote who="Starhound" reply="8" id="1988753"]The double researches are making Starbases too expensive in multiplayer. Having to research Trade Ports and then Trade Ports for Starbases and then paying for an expensive upgrade is too much.[/quote] Correct me if i'm wrong but you don't have to research "civic" trade to research "military" (i mean starbase trade module) trade.
Since the "entrenchment" tree requires only military labs, why dont merge it with the "military" tree of each race? Could save us some time and really check wich tactical and strategical research options we might have just with one glance on the military tree...
[quote who="Janeric" reply="23" id="1987106"] I'm not playing it anymore until this gets fixed. The memory leak issue might be caused simply by the thousands of mine units and I do mean thousands.[/quote] Don't forget it is beta testing, and if you caught bug, make a new dedicated thread named such as "[bug] memory leak" or so on. Don't stop play just because of a silly bug, go try other factions, do some real beta testing :)
[quote quoting="post"](it also sucks that all the AI seems to be allied against me) [/quote] If you are playing with "open" teams against AI you better have to complete at least 1-2 missions per AI, since if you dont or let your "likeness" reach again 0% they'll often all gang up against you. If you dont bother with missions and dont want to be ganged up: lock teams at start, so AI will fight each other (and still fight you too for neighbour
Have a hand over multiplayer and fight a vasari minespammer :p
A consequence of mine spamming is that the game get very laggy when someone enter in such a minefield (try to spam mines around a sun ;) , or go to a "prudent" vasari player who spammed mines on his homeworld since he got the ruiner prototype). Mines past a certain number, wich i'm not suprised of, doesnt display all at the same time. And mining a sun is very cheap and effective too due to the sun AM regen... I could suggest that mines around a sun would only stay for h
In almost every MP games i played so far, my starbases doesnt upgrade if you chose any upgrade for it. You get charged for the upgrade, but nothing happens. Just shows you a little "1" in top corner of the selected upgrade, letting you know that you pick an upgrade. The progress bar well ... dont progress at all ^^ Hopefully you get fully refunded if you cancel the upgrade. Since Vas starbases are supposed to be the anti starbase ship with the appropriate upgrade, it is
As far as i play, every game i saw was won or lost with minefields. I'm a vasari player mostly (advent if not vas), and my initial rush is now very simple: 3 mil labs, ruiner prototype, 2-3 ruiners and fill a gravity well with mines, repeat at each world. Unbeatable. So what i might suggest (as other did too) is that mines would not stay permanently but only 5-10 min or so on. One also suggested that you could have a given number of perman
Hi. I had at least two multiplayer entrenchement beta games I and other players (allies and foes) got a random "loss" of money/resources. It seems that a short while after you get a bunch of resources back. Its pretty weird, and induces another bug: you can build structures/ship, launch research while being in such negative stockpile. Someone also said he could give money he didnt have to his mate. Haven't tried it myself yet to check it out.
[quote who="Phalnax811" reply="3" id="1982240"]And where is the Vasari structure killer? The others have them, Orgrev(?) and the Adjuncicator (?)...where's the Vasari's? Please...future patch maybe?[/quote] The Vas anti starbase is... the vas starbase :p And the Ruiner ship with unlimited mines :)
I disagree with strabases with a phase inhibitor, even if it might be "cool" (ie starbases around gas giant/roid/ect, where you cant build a phase inhibitor). It would make the game turtlled as ever and it would take years to finish a game, wich IS NOT what we want (go play Gal Civ II then :p ) I only tried Vasari yet, i tought all races's starbases could move like vasari's one. So what I could suggest is adding a 2/2 sloted capacity: "Tactical Engines" first rank would grant the star
Sometimes (especially in MP) it could be wise to let the pirates invade one of your planets. If they bring bombers, just kill the bombers then leave the planet. Scuttle any labs/factories you might have, they'll destroy the extractors, then go away to return to their home base (wich add to their defensive fleet overthere then xD ). Another thing that it is good to know, is that pirates mainly focus trade ships first (they are pirates after all). So coupled with hangar defenses, and a
[quote]kill them. Use HC's. People who use 100 illums instead of HC's are dumb. Theres like a billion threads on this. People need to learn to play. :/[/quote] People who do stick to only one strategy are dumb. Spamming 100 illums can be a good choice when there is tons of lrm or assaillants to bash, it is more cost effective than HC at this point. Illums are often the backbone of an advent fleet they draw fire while
The pulse tech Tree has no need to be researched, until you play very particular counter strategies (ie carrier spamming, sending 20-30 skirmishers to take out the carriers) or very lately in large games. Even when you get RA up (if you go for it), it is often better to scuttle the skirmishers, since you'll get so many carriers (and flak), getting the control of the sky wont be a real problem. And, as you point it, Vasari's main weap is the phase missile. Flak use phase missiles. Stri
Chokepoints are areas you know there will be fighting occuring sooner or later. Thats why players turn in strongholds, or at least put some repair bays on it. A chokepoint can be permanent (ie entanglement to another portion of a system, or planets with direct phase lane to the sun) or for a short time (ie frontline planets, once you take the planet you may scuttle the uneeded defenses and build them on next world). There can be pirates chokepoints too, usually the nearest plan
[quote]Can we just name it Perverse Economy? Or perhaps Pervert Economy? I mean really its kinda a sick skill in some ways. Free money every time your foes make a purchase or make a profit from trade.[/quote] Dont worry, TEC players dont live enough time to reach that tech in MP gaming :p
I tried to use the fleet system when i was a beginner, but since ships joins fleets in an odd manner, and since lets say you have your cap ship be the fleet leader, you are bombing a planet, and others ships just sit and watch while there is still enemy structures to destroy, made me forget that crappy fleet management system. However, I do use group assignation to ships I want to fight together. Although it is limited to 10 groups slots, it is still better than nothing to manage differ
3 Desolators, 1 Evacuator with Drain Planet up, 2 Carriers, 1 Marauder and 1 Desolator, and planets will go BOOM insanly fast! xD More seriously (well I'm serious in fact with that combo but it is not often I can get it up, 'cause I do mostly pvp), my favorite Vasari's cap ship is the Evacuator, due to his drain planet ability and earlier the Nanite Disassembling ability. Both are pretty nice, add this the colonize ability and you have a decent ship to ruin your oponnent's day. <br/
[quote]Wow, to say the Kortul and the marauder are for "PvE" is ignorant and noobish.... Especially since the Kortul at the later lvls ups the DPS of your fleet. From your tactics it sounds like you do more "PvE" then anything....[/quote] Well as I said, I dont build cap ships in pvp. All battle I fought, those who massively relies on cap ships died so fast. I dont said that their abilities arent cool, I'm saying that's a waste of ressources to build more than 2-3 caps ships, and in
My 1st cap is almost always the "Space Egg" (aka Evacuator). Since I'm a multiplayer man, rushing for strategical planets is VITAL to pick at least one opponent early. The colony frig cant make it since after 2-3 jumps, it is out of antimatter, needless to say that with no offensive ability cant takes defended planets on its own. The ability Nanite dissasembler (forgot the real name) who does dps + reducing armor is absolutely AWESOME to pick ennemy cap ship quick with fo
[quote]So fighters are actually better than bombers against LR's?[/quote] Short anwser: yes! Bombers are good against HC, fighters against all frigates and lightly armored carriers.
Try to accomplish some missions for AI's you may want to be friend with, or at least you don't want to fight for now. AI seems to go attacking the other guy they hate the most (AI or human) so having slightly better improved relations with them might helps keep them fight each other. Another way to learn in the hard way is to go for online playing. Then when you go back fighting AI in solo game, you'll find it damn easy, even on higher difficulty settings. Tip for solo gaming:
Is one of the planets in the row (here P2 or P4) a wormhole?
Fully upgraded phase missiles are awesome, especially coupled with subverteers. When you have your RA set up, cash and ressources are here only to build subverteers, and tech/planetary improvement. So you can max out your military techs. Don't forget to grab the special abilities for every ship btw in order to improve the effiency of your RA's ships. But that's off topic :p Upgraded phase missiles are neat as said before for targetting a cap ship and make it retreat or even des