Hey all, Sorry if this has been asked before, but I'm at my wits end regarding starbases. In Galciv 2 Dread Lords, there was a simple blue overlay showing the radius that a starbase effects. For example, for an economic starbase, the planet in question had to be within that radius to receive the economic bonus. At least, that's how I understand these radii. However in Galciv 2 Dark Avatar, there is no visual range indicator. Granted, it tells you the range (something like 0.
ZeratulTheDT
[quote]The one game I played with you, you were the one that lagged out!!!Although I was the one hosting, we were allied, and clearly superior. I actually liked you enough that I stayed allied with your AI all the way... But more seriously, yes, it's a problem. It's actually the reason I spent 3 hours configuring my router so I can host, which is now something I do almost exclusively when I play. I'm too tired of having to circumvent an hostile host for a long as possible in order to avoid him l
Yeah, this, along with having to fast tech to heavy cruisers in any truly competitive online game makes me very reluctant to play. I'm getting very tired of being forced into rushing Skarova enforcers, beating my opponent and then getting dropped because he doesn't want a loss.
The game suddenly either crashes or lags out? For example, I'm playing against someone (won't name him to be polite) and I blow up his capital ship. Before this, the game has been smooth as silk the whole time, but immediately after his capital ship dies and he starts to fall behind, the game lags itself to death. Another time against a different player, I kill off his LRM's with my heavy cruisers, and am approaching his home system when, abruptly, it crashes and says there was a m
The problem with using fighters/bombers against heavy cruisers though is it doesn't really work. If I had gotten transporters, his heavy cruisers would have rushed them and torn them to shreds. The only thing I can think of to counter them is subverters, and if I'm going that far into the research tree I might as well just get heavy cruisers of my own! My strategy is very similar to Talnoy's, and it got utterly decimated by the heavy cruiser rush. This guy was a pro, o
I have some questions about this strategy. So, if I'm not supposed to research Ice Planets, then I'm guessing I'm not supposed to research volcano planets either? If so, usually I end up having to cross a volcano planet or ice planet to get to a desert planet, taking hits along the way. Then, when I DO get to a desert planet, it's usually defended by kodiaks which tear apart my assailants. So am I supposed to have my fleet wander around looking for asteroids
Hey all, I just had a most frustrating experience in multiplayer. This is from a 2v2 game and I'm Vasari, by the way. I generally do pretty good against people, and I started out as I normally do. I built 1-2 scout vessels, a capital ship factory and upgraded my planet by buying 200 crystals early game. Then I got a weapons lab and bought assailants, as I usually do. So things are going along normally, I'm expanding, capturing planets, starting to build trade ports e
RA is definitely overpowered. The other two sides have no technology that basically states "If you leave this alone, you lose". RA does that perfectly well however. My two opponents in a FFA game (originally had 8 players, I survived down to the last 3 players) made the mistake of leaving me alone with my RA. I then wiped the floor with the TEC guy, and proceeded on to a "clash of the titans"-esque battle with the other Vasari guy. He had 6 planets or so. I had a full 1.5 gala
Thanks for all the help, guys. I think I like the "frigate factory" defense best out of these suggestions, so I'll try that one first. I am just not impressed by turrets, and hangars alone don't cut it. Later!
Sorry, double posted by accident.
Hey all, This has been stumping me for quite a while now. In my latest game, I controlled a couple key planets in the middle, and my fleet was off attacking another player (it was a 3v3 game). The problem is, with my fleet gone, I don't really know how to build an effective defense with the (crappy) turrets in this game. I built about 10 turrets with 3 regenerators (I was Vasari) and my opponent walked through them with one lvl 2 capital ship and 15-20 LRM frigates.
Hey all, This has been stumping me for quite a while now. In my latest game, I controlled a couple key planets in the middle, and my fleet was off attacking another player (it was a 3v3 game). The problem is, with my fleet gone, I don't really know how to build an effective defense with the (crappy) turrets in this game. I built about 10 turrets with 3 regenerators (I was Vasari) and my opponent walked through them with one lvl 2 capital ship and 15-20 LRM frigates.
Like everyone else has said, the main thing I'd like to see is upgraded defense. The purpose of turrets and other nonmobile defenses is that they have an advantage against ships because they're more powerful. In Sins, this is not true - as others have stated a single carrier can often outmatch a hangar defense station - and the hangars take up tactical slots! I'd just upgrade all the defense from turrets to jump prevention. A pure offense game is no fun to me because you basica