Yes, turtling has occurred in history, but also look at how long historical wars have lasted. Years. We are looking at games that might only last an hour. Gameplay always comes before realism.
Stratteggi
Did you have the refinery research completed or just queued?
Well, for the third one, I can kinda see why they'd want you to keep your forces away, and maybe for the first one they just don't like you very much. edit: I looked at the string files, and apparently the first line is classified as "Random Friendly"
@ 1Spartan - With 20 planets against 17, it would be a very rare map where there is only one border between the two players.
If the defender spends almost as much as the attacker on static defences, then the defender should win, at that planet. With 17 planets though, there will be other places that the attacker could bring his fleet to, and capture, because of the lack of defences at every other planet.
I've seen this, too, but it isn't limited to Sins, and I mostly ignore it.
for instance, the AI never seems to understand when to stop sending in reinforcements to a long dead battle, once I've crushed their fleet, enemy units continue to trickle in at one ship every minute, minute and a half. its not exactly... smart, in my opinion. I find the AI almost always retreats at any threat, that's what makes phase inhibitors so useful.
As of the new update, I started a game with four teams of 2 AIs, plus myself. I started off only two jumps from one of the AI's homeworlds. It eventually brought its fleet to my homeworld, and was trapped and destroyed by my defences, and I counter-attacked and wiped it out. Major Stress, I have seen plenty of full AI offensives, although I once took a planet, and fended off one concentrated attack from an AI. After that, it seemed to just overlook the fact that I controlled the planet
Keep your mind out of the sewer lordkosc On a more technical note, the game doesn't seem to respond to the right shift, ctrl, or alt keys. The left hand ones work fine, however.
If you set a ship's auto-attack range to weapon range only, and then order it to attack something outside of its weapon range, it will turn as if to attack the target, but will not move to attack it. You have to order it to move closer to the target before it will attack. The exception to this is if the target is a planet, a ship will still move to bomb a planet regardless of auto-attack range.
I have a Radeon 9600 and I don't have this problem.
If you want open connection maps, just mod a map so every planet has a phase lane to every other planet, it would work in the same way, unless I'm completely mistaking what you're asking for.
Just to stir us in the right direction, I think this pic about sums up my feelings about the Kol By the way, the two explosions are both enemy Akkans.
I've been messing around with cap ships recently (Carriers, more specifically), and I noticed the same thing Alcari is talking about when I create the ships. Also, if you purchase the level ups and set auto-choose abilities on, the ships won't choose new abilities while in phase space, they'll instead wait until they finish the jump. I'm no sure if this was just a random chance or not, but the AI seems really prejudiced against getting the ultimate abilities. Other than that, there were no probl
That MAD situation would be hilarious when the third party comes along and starts taking all of your outlying planets because your fleets are too busy threatening the other guy.
Oh, not more bad strategy discussion, this is already bringing back memories of lordkosc's spinning ships.
I don't know how many launch bays it has and I have the beta, but it can only carry two squadrons (I think it should carry more than 2.) It can carry two at level one, but I think it can get up to five at level ten, and they said they would be increasing the number of squadrons in the future
Schem, please be more careful with your language. Sometimes he gets carried away, we'll have to use the cattle prod on him more often to keep him in line. Ironclad just needs to implement the electrical shocks for pausing in multiplayer, then we can just use that <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" bor
The useless asteroids you're referring too are deliberately in the game, as they are called Dead Asteroid s. As for colonizing them, there isn't much point, except that it lets you build around them, they'd be useful as choke points. Although, bringing in a colony frigate and sending pods down seems a little overdone for a non-existent colony.
Hmmm... even having comet-like bodies just as extra eye candy orbiting the stars for when you zoom out.
The only problem with your bowl formation, Thrawn, is that it just makes it easier to pick away at the ships on the edges. (And yes, I know that wasn't the point of your post, I wholeheartedly agree with having better formations)
I say for the full 3-D movement in battles to actually have an effect, there would need to be 3-D placement of buildings. As it is now, the attacking ships stay on the base plane to attack the buildings, so the defending ships stay on the base plane to attack the attacking ships.
1Spartan, when I said I want phase gates to be in the game, I said they should be buildable structures, meaning you would need to own both planets to link up the structures, the advantage to the defender I mentioned was not specifically against the Vasari, but in the fact that with these additional phase lanes inside your territory, it would be easier to move your fleets around.
Okay, I've stayed out of this discussion long enough. I came up with this last night: 1) First of all, let me say I support the current system of phase lanes. 2) Phase Gates could be permanent buildings that you can build around a planet/asteroid. Phase Gates automatically generate phase lanes between all allied phase gates, thus giving a certain advantage to the defender, without relying on turtling of static defenses. 3) Since the Vasari have much more advanced
On a similar note, has anyone tried to scroll the empire tree while paused? Part of the tree just vanishes instead of moving.