[quote]They really need to fix that, I end up playing pickle with my opponets fleet, I chanse them from planet to planet over and over! Its anoyying!!!Would you prefer the AI fought to the death every single time? It's realistic, and sensible to withdraw from a fight it can't win.[/quote] It's not realistic to abandon a highly populated and developed world without so much as a shot fired just because the enemy has slightly more ships then you. The AI's planets are (presumably) closer, a
BurnedToast
If the devs were biased in favor of advent, malice would not have been nerfed so badly.
Keep in mind they also only work in the same solar system, you can't phase from one star to another with phase stabilizers which is quite unfortunate but I suppose would make the vasari just a little too mobile.
Capital ships in sins are not 'main battle units' so to speak - they are horribly in inefficient at dps and life compared to equal population cost in frigates. The real reason to build them is the abilities they have, which are generally very powerful. This means you need to use small numbers of well managed capitals so they level up faster escorted by large fleets of frigates and cruisers (these are your main battle units). An all capital, or very heavy capital ship fleet jus
it's possible your culture flipped the computer planets to neutral, which would make you win (assuming he had no colony ships). It's also possible the computer surrendered, which it will sometimes do if you are dominating it. I don't remember if it tells you it surrendered or not before it pops up the victory screen, I don't think it does but it's been a while.
I can never really find a good use for the antarak marauder. A player will always see the 'sneak attack' coming and the AI is too dumb to bother with anything fancy. By far the most useless cap IMO, I'll take a second (third, fourth...) space egg over this hunk of junk any day. the revaluation and rapture battlecruisers are also kind of meh. I don't have enough experience with TEC caps to comment on them but I do remember being unimpressed with the colony ship one.
I don't get it. There is no copy protection on the disk at all. You don't need the disk to run the game. You don't need to be connected to the internet to run the game. You DO need to register your key with your account to play online and download patches but that's not a big deal at all and is hardly 'draconian'. I can't imagine what you are complaining about, in fact if I had to guess I'd guess you were just trolling because your post makes no sense otherwise. Unless you are
I don't think you can really assign a time scale to the game, no matter what you base it on it won't make sense in one way or another. Like most games, it's abstract to make it easier on the player. If you want to make something up, that's fine, but you might as well pick whatever timescale you like best and forget trying to base it on anything in the game.
Heh, spamming light carriers vs the AI already seems to be the best tactic IMO (the AI never bothers to build more flak, though this might change) and have had some success with it in multiplayer (though I almost never play multiplayer anymore). If they are buffing strike craft AND nerfing flak dps (and buffing strike craft build rate if I'm reading this right), that seems to me to be a very bad idea. Unless they add in some sort of new counter or make bombers less powerful capital ship
Light frigs are strong against heavy armor, aka flak frigates and support cruisers. The problem is, LRF own them hard, and HC own them even harder and that's the majority of what people build. If any support cruisers get added to the fleet, they are always guarding LRF or HC and so the LF don't stand a chance. So this leaves them with only a very small role, countering flaks. Considering most people don't mass flak there is usually no real reason to build many LF. One counter
The novalith is easily the best superweapon - it does (if I'm not mistaken) 2500 damage to a planet so 3 hits will destroy any planet no matter what (well a fellow TEC can have a shield I guess). If the novalith gets upgraded the other 2 will need HUGE upgrades to make up for it, and then it will just turn into a rush to see who can get the superweapon first. Ships are fairly well balanced as it is. The 'little' frigates are actually pretty big ships, having hundreds of crewmembers so t
Siege frigates take way, way too much cap considering how fragile they are, and that they spend most the time sitting around waiting for you to clear the defenses out. Capitals are just far more useful for the popcap cost and the bomb damage is not very much less. I don't ever use siege frigates, I don't see a point when you consider how tough and useful even low lvl capitals are in comparison and when you consider you can level the cap up and it becomes extremely powerful the
Oops just noticed you said they didn't have either type of ship (I need to lrn2read the whole post it seems)... I don't know then, that should kill them. are you 100% sure they didn't have a colony ship tucked away somewhere? I've never seen anyone not be defeated by killing colony ships and colonies.
You need to destroy every colony they have AND every ship capable of making a new colony. This includes colony capitals.
To expand a little, once you get long range jump tech you can warp from any star to any other star, there are no jump lanes you have to use for interstellar travel.
I agree that if this is intentional it should be reconsidered. It adds nothing to the game but an extra layer of annoyance.
A campaign would be OK, but to be honest I don't miss it that much. I played the first few missions for galciv2 but I never finished it and instead just went for the random maps anyway. sins is a different game and so maybe I would actually finish the campaign but it's not something I'm real excited over.
Short answer: no the AI is still dumb. Longer answer: It still runs if you outnumber it, meaning you can take all it's planets with minimal losses. It still sits inside your turret farms when it attacks you, meaning it takes a huge enemy fleet to beat static defenses so you don't really need to defend much at all. It still builds stupid easy to counter ship combinations (like mass cobalts for example) and does not change it's fleet to counter your own. Yeah it's a bit better th
the problem I have with disablers is they use ALOT of AM and once they run out they are nearly useless. Considering they will likely be at least half empty by the time they get there on the attack thanks to the loss from jumping, they don't seem very effective. The generator upgrades help, but not enough IMO. The AI also seems kind of stupid picking targets, which means more micro and more wrestling with the interface. I've never had any luck using them, even vs the computer.
I've heard it gets *double* income of all 3 resources, but I don't know if that's true or not. It sure seems like it sometimes from the masses of ships it builds though.
The AI is also pretty stupid when it comes to turrets. So if you just max out tactical slots, build 2 or 3 repair stations, then build a bajillion turrets right around where they jump in (make sure they are in range of the repair stations) they will sit there and attack the turrets and get torn to pieces before they finally retreat. it takes small to medium sizes fleets almost as long to destroy a turret as it takes to build a new one, so you can keep them busy for a very long time rebu
The deliverance engine is really garbage compared to the other 2 super weapons. Novalith does 1500(?) damage to a planet, so 4 shots will reduce anything to rubble. Fire them at the enemy homeworld for a big hit to his eco while he rebuilds it, or just blast random colonies to annoy him and force him to truck colonizers around. The vasari ones does damage to everything in orbit (10% of current life, I think) and disables everything (except strike craft) for 30 seconds - shoot 4 of them
Yup, multiplayer sure is challenging. What with dodging minidumps, fiddling with your router, searching for allies who aren't worthless, dealing with people who drop at the first sign of trouble or go AFK randomly halfway through the game, and of course the inability to pause, speed the game up, or realistically save (yeah you can but good luck getting everyone back together to load it) I'm surprised anyone manages at all. Of course that has nothing to do with the original post at all s
No extra cost and making it autocast would get me to consider buying it, as it is I never research it unless I'm done with everything else and am floating a bazillion resources and even then I don't usually bother to turn it on. most things are just not time critical enough to justify a research AND an extra cost AND having to manually turn the ability on just to make it build faster (especially considering if the other builder is across the gravwell it will probably be done before he g
it's a random thing you find on planets, sometimes you get it when you colonize sometimes you have to search for it with explore planet. I've heard it's more common on pirate bases. Or so I hear, I've never gotten it.