I think this is more a product of the game speed increase, not the infinite resources. I need fewer refineries, but it still remains a cash strapped start where I'm loaded and can't spend it fast enough towards the end, both on credits and mined resources. I do prefer the drying mines approach though, scarce resources and whatnot. I find myself with nothing to do with quite a few logistics points in even a medium map. As you scrap your research facilities on completing the research y
psychoak
The scouts could also have fought individual worlds. No central military means no empire wide response. They'd have easily lost regardless of whether or not they were technologically equal. Scouts explained.
Lame too, you play a hundred planet game across a dozen star systems, spend three days doing it, and your character does absolutely nothing the entire time. Maybe if the game consisted of small skirmish maps yeah, but it's a 4x. If there are characters that level they need to do so in the scope of a game, not be persistent and only change between them.
Slams are good, flamewars are great entertainment. This though, there are so many Vasari this and that threads it's like trying to keep track of a landslide. I'm actually getting bored of it and only a few days in, it's so depressing. Please come up with something new to bicker about, or at least stop bickering about bickering and bicker about the Vasari to start with...
True, he's probably not trying to be insulting. I don't have to either, it just comes naturally. Another point that is frequently being bored to death. Planetary bombing, ooh they must be bigger than nukes, look at them explosions!!! Ooh, look at the fighters! They're only like 400 miles long... The light frigates are bigger than texas. Ok, so the explosions look really big, but so does everything else so maybe we should take a chill pill on the whole extermination thing? If that
Heh, so many posts while I wrote my my textbook...
Pirates. TEC wouldn't start out completely devoid of defensive and offensive weaponry any more than europe wouldn't have guns because they aren't at war. They don't have much of a military, and they'd get reamed in a conflict, but they still have police. Just because a civilization exists in a peaceful state and isn't in an interstellar war doesn't make them devoid of offensive and defensive weaponry systems, they exiled the advent, which would obviously have taken a military effort, and they
Plasma dissipates rapidly does it not? The physical appearance of a laser in space is nothing. You can't see any of the EM spectrum when there's nothing to bounce off of, particulate in space is miniscule compared to atmosphere, it might as well be a true vacuum for seeing a beam of light. It would be a bright spot on the ship and a bright spot on the target. A pulse laser would flicker. Don't be overly anal about what it looks like, reality will only be worse.
Get in and get out quick. One marauder, one desolator, four destructors and accompanying support. Assuming you can kill the massed bombers of course, you move them in, bypass the defenses or destroy them(your desolator gets bonuses against orbital structures) and bomb the shit out of the planet, much much quicker than TEC can. Perhaps in a straight up fight they aren't a kill it quick and get out side, but they can bomb a planet down much faster than TEC can. Phase gate tech,
It fires in pulses instead of a continuous stream. Probably supposed to sound cool, but the practical reasoning is that your power capacity is beyond the tolerances of the systems you can pump it through, so you use pulse modulation to let it fire as long as possible without overheating.
Guilty as charged! -1066 with four planets under my control.
Use or abuse? Using them is easy, just build them and you can travel between any two gates, including the temporary effect from the marauders level 6 ability, the best flagship in the game btw. To abuse them, simply fill up your tactical slots with phase gates after researching returning armada, take them off autocast, let your fleet points get near full, and with them all selected, re-enable autocast. Don't try this if your computer already hurts btw, it will suck as you lag your ass
Bombers are the bane of vasari. TEC can almost combat massed bombers, but vasari capital ships are relegated to back seat driving and defense. No shield regen, weak repair capabilities in general, and no instant boosters. They also have no anti-fighter mechanisms like the akkan. The jamming ability doesn't seem to have much range at all if it works. Fighters need to actually accomplish something instead of just killing them. Even if you have twice as many fighters and flak frigates
I found the mother of all oversights in vasari. build phase gates, lots and lots of phase gates, assign them a fleet, build up to just under your fleet points, select fleet of phase gates(fill up your interior planets tactical points with them), enable autocast. Presto, instataneous, and might I mention, game breakingly massive army far beyond your fleet points? <
An oddity, overseers seem to have deplorable pathfinding, just overseers. As in a fleet will be moving through a grav well and the overseers, despite not being noticably slower, often end up way way behind, and often get "stuck" forming up once, after many moons, they make it across. I was producing ships and had two overseers, two skirmishers, and two subverters, in that order. The overseers were still sitting right outside the factory, slowly working their way around an asteroid mine, when
I still say teletubbies are more horrifying than any of those.
Bad luck, I haven't seen a desert planet since the beta, and only three volcanic planets on two maps, both random smalls. The rmg has some really screwy range on the possible configurations, having everything on one side of the star for instance.
Oh well... At least he's right about them being horrific cheese with a slow start even if he is a complete asshat on every level.
The mandate upgrade is not overpowered. Yes, it's a massive boost, it's 12 civ labs massive. You do actually have to build all that shit after you get the building space, it's not like you all of a sudden added 20k credits and several thousand resources in infrastructure. You spent a fortune and invested heavily in civic research to get a heavy boost to your production power. Vasari get a 20% fleet increase and phase gates at 9, both more powerful additions.
Vasari armor upgrades decrease the effect of gravity(translation, speed and acceleration increase), the marauder has a gravity reducing ability for nearby units. With a marauder, you can get anything in and out of enemy territory, even the colony capship. The armor upgrades by themselves aren't super effective, but even just the first two gives you an edge at a 3 weapons lab req.
It was the ai of course, but this still has merit. I killed four capital ships with a marauder and seven(four left when I was done too) skirmishers. Two dunov's, a sova, and a kol. It's amazing what you can do when the big guys don't get to fire till their escorts are dead, and then only get to shoot at you till you want to leave, at which point you blast out of there faster than their frigates can move, your entire fleet
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Since it's been missed, running an empire isn't exactly warfare. They've just gone back to what they excelled at before having to split, running an empire. TEC have fortified civilian ships, quick jump calculations and planetary shields in the empire tree, all at least loosely related to military action. Vasari have phase gates, jump speed improvements, jamming devices, jamming device improvements, orbital structure shielding, culture reduction increases from capital ships, gravity ca
Overpriced, but tougher ships are the norm for vasari already, why are you guys arguing over nothing?
An entertaining thread! Sounds to me like he has an instinct for tactics, most people are either adaptive or just copycats. Very few people can actually form their own strategies. Sources from people that probably aren't among the very few are rather irrelevant, developers rarely know how their sides can be used to anything resembling a full extent for instance. Thus the burning need for balance patch after balance patch to get even the best fine tuned to something resembling perfect