Yeah, you can send a fleet every 5 minutes, to any target you wish. They're the best way to bust up fortified positions with starbases.
1Tiberius1
Yeah, the AI doesn't care about giving resources, so it never researches the TEC. Their only interest is in demanding resources from you, since you're likely to have researched the give resources tech on the way to earning the ability to give missions to pirates.
You need to research the new diplomacy tech to give resources to them. It is usually around the 2-3 civilian lab level, as part of the chain that allows you to: offer missions, increase relations boosts through gifting credits, and offering missions to the pirates(this last one requires 4 labs for all the races, but is quite powerful-- especially to the TEC who have tons of credits to spare).
Has anyone else noticed that all of the artifacts in Diplomacy have new effects? For example: Manifest Dominion adds a 1.00 relations boost with everyone. Phase Jump Accelerator now improves phase jump charge up time. The Planetary Organic AI is just buffed now. It gives +25% taxes and +40% population growth. I'm actually curious about all of the rest of the changes as well. I had a game with both the Phase Jump Accel
From my experience, the cheating resources follow this scheme: Hard = 50% bonus (1.5 times the normal rate) Unfair = 100% bonus (2.0 times the normal rate) Cruel = 200% bonus (3.0 times the normal rate) Vicious = 300% bonus (4.0 times the normal rate) If you're playing vanilla or Entrenchment, you'll want to stick to Hard or Unfair for the AI. As normal just can't expand quick enough to be a threat. Diplomacy fixes this somewh
Perhaps. But conceptually it doesn't make sense, especially in a game like Sins. Basic example: If your fleet commander gives you an order, that order stands even if your engines get cut by an Ion Bolt. Though Ion Bolt is the least annoying of those abilities. Instead the ship defaults to its basic auto behavior, which is usually to attack the overwhelming fleet about to tear it apart if it stays behind. This is mitigated somewhat if the ship in question is part
The thread title is pretty self-explanatory. Every time an ability like this is used, it stops the commands issued to that vessel. This is an oversight, right? It seems unintentional to me anyway. You have to babysit the ship every time it gets hit with such an ability and continue to click away. Any chance it could be changed if enough people brought it up as an issue(assuming people do see it as an easily fixed issue)?
MB is hands-down the strongest ability in the game, regardless of your personal views on the subject. Having a huge range and being able to deliver an obscene amount of damage to infinite enemy targets within that range goes beyond everything else available. If the Marza has any sort of significant fleet supporting it(even if they're outnumbered) then it wins unless the opponent has a hard counter(an ability interrupt). Even then, if they don't notice right away, they might incur 1,000
Returning Armada shines the most in larger multiplayer games, where its easy to have a small handful of core worlds with the stabilizers, and maybe a forward base with one where they can all meet up. You get all the major ship types for free(heavy cruisers, carriers, flaks, LRMs, light frigates), on top of anything else that you build. You could just build Subverters if you wanted, to shut down the enemy's more dangerous units. Also, phase stabilizers take up Tactical slots, not Logistic slot
In regards to bidding, its totally possible to outbid the AI when you're playing as TEC. You'll know you're at the magic mark because instead of increasing bounty by 250 credits, it'll only go up by 120(or whatever they have left). Toss on another 250 for good measure and you're done.
Nah, there should be a timer that appears on the main game window, why have to flip through screens for such an important notice?
Or just get the update from Gamespot? Some people...
Yeah, heavy cruisers, capital ships, bombers, and to a lesser degree LRM's are the ones that you use for orbital structures.
Are you asking about how to 'win' and/or 'beat' a map? Check the diplomacy tab to see if your opponents are 'dead', indicated by a shattered glass display over their portrait. It is possible that you accidentally clicked 'keep playing' after beating them. If that doesn't do it. Build 10 scouts and send them out on auto-explore. Zoom out and look at the info rings around planets until you see something pop up that is the color of the opponent. Kill it and see what happens then.
Well, I like the idea of siege ships being very weak and taking up large amounts of supply, but they shouldn't cost nearly as much to produce. 8 siege frigates chews up 6,000 credits, large numbers of metal and crystal, and takes up 120 supply, not to mention that their build time is horribly slow. That could have been another 20-30 LRM units, which would have handily won the game for you.
Well, it is certainly true that you aren't supposed to purchase additional capital ships in smaller games(and purchasing levels shouldn't be done, unless you are 50 experience points away or less and there is a lull in action). If your opponent is using a ton of missile frigates, use some of your own. Scrap any bomber squadrons for fighter squadrons. Pick some ships with abilities that offer AOE damage. You'll likely need to use some of your own LRM's until you can diversify just a bit. LRM
How do you counter an Embargo rush? Menu --> Quit Game They'll be too pissed to try it again. ;) If done early enough, there is no real counter for the Embargo rush. If you don't have your own capital ship yet, because you played a preset map and your opponent built the cap factory first, queued up the ship, and headed straight for you, there isn't really a counter available. So in that case, I'd actually have half a mind to quit. If you have your own capital s
Well the idea with the drones was to micromanage them. With enough of them you could take out almost any unit in the game with a single pass of bombers. You aim for high profile targets like capital ships and/or specific structures that you want 'wacked'. After that you can pull them back as needed. They also make an easy defense for stars, since you can quickly position squadrons all around, and they move far faster than anything else. Have you tried playing games with more than
I think the cost was increased to prevent Drone Host spamming, people cruising through a system with 50 squadrons and decimating things in a few seconds. Also, additional resource satellites means its easier to get crystal now. I say play the game for a while and see how things shake up.
Yeah, the Illuminator's front cannons do WAY more damage now, and they're more survivable, with Antimedium attack type. How won't that have an impact?
Aye, but once you place any trade ports and refineries at those planets... At least by then you should have defenses or a small fleet stationed there. A smattering of LRM's behind a few turrets with a repair bay between them will safely whittle the pirates away to space debris.
Doing that for refineries would be game breaking... three refineries could service your entire solar system!!! Then again, if they did that, I'd actually build refineries. :LOL:
The Sova Carrier appears to be modeled after US naval aircraft carriers. Only instead of launching off the front, they are likely magnetically catapulted out of the little offshoots on either side of the carrier. The Hoshiko Robotics Cruisers are ringed with similar launch pads for their nanite drones.
*grr... forum instability...*
^^^ Yes, and people are saying that is an oversight.