You should still be able to "see" entrenchment users who are in the lobby. You won't be able to see their games, however. The fact that you're using vanilla (not entrenchment) could make it difficult to find games since most people online do use entrenchment. However, you should still be able to talk to the entrenchment folks in the lobby. I'd imagine you just got unlucky and logged in when no one was in the lobby. The time of day you were playing could have so
Darvin3
[quote]for no rush... i was thinking... something simple... just peace treaties... so if someone does send there deathegg or progen 1/2 way accross the map to be an asshole... ok, that planet is theres... continue on, even through it... and as soon as the timer expires, start building an orky.[/quote] But sometimes players are only 4 or 5 jumps from each other; you might not even have to purposefully go out of your way to take a planet your opponent is eying up. It's easy to say
Never tried mines before to take down the pirate base, but it should actually work quite well. The only catch is that you'd have to distract the pirates, as even one flak frigate near the minefield deployment site would clear them out completely.
[quote]Having such a powerful trade enterprise that my culture spreads throughout other empires[/quote] What's the difference between building a massive trade network and accumulating lots of cash? The former results in the latter. [quote]Having such a powerful culture standing that other empire's populaces will not allow war with my empire without facing revolts[/quote] The culture system we have now is fairly simplistic and would need to be overhauled if this w
None of those really appeal to me. Already someone with a powerful economy has victory in the bag with superweapons and a larger and more powerful fleet, so anything that's simply about pouring money down a sink to inevitably gain victory doesn't really add much to the game, IMO, and that's basically what all your suggestions come down to (either having a lot of money or spending a lot of money).
My thoughts on your suggestions Love it Love it This is a [b][i]must[/i][/b] Meh In general, more starting resource options would be great Meh As for no-rush, you'll have to be more specific. What's stopping me from rushing in with a colony cap and taking a planet right out from under the enemy? He can do nothing but watch as I fortify it and wait for the no-rush timer to expire. Obviously
My [i]bet[/i] would be that there is a hard-coded maximum of 16 players, and some of those players are reserved for militia and pirates. Without knowing what's under the hood, it's impossible to know whether this is in fact a simple modification. If it is viable, I'd be interested in seeing some larger settings become available.
I think I like the idea for pirates, but I don't think it would work for players. Typically planets are considered your most valuable assets by a massive margin. I know that I'd never consider selling a planet to my enemies. As well, there's too much room for dirty dealings, like quickly capturing a planet then selling it, and only moments later the original owner comes in to reclaim it from the buyer (perhaps even as part of a back-room deal between the two!). It woul
The problem is that many maps (particularly random maps) have resource imbalances. There may be lots of volcanics or very few ice, or the neutrals might come up one way or another. The result may be that everyone will have a huge amount of excess of one resource and a deficit of others. If this happens, the black market feature is effectively shut down, because [i]everyone[/i] is selling the same resource and buying the other. Consider the case in a 3v3 if only
These are exactly my feelings about the AI and siege frigates. I often like playing quick 1v1's against the AI, but when it decides to build siege frigates that's just the end. It prioritizes replacing those siege frigates above all other unit types, so eventually its fleet just becomes 100% siege frigate, at which point there's no military fleet left to stop me from crushing it. Even unfair AI's die out because the only thing keeping them alive was the fact that they were p
The AI will very rarely surrender if your fleet is of similar size to their's (that is, no more than 2 fleet levels higher). The will usually only quit after their homeworld is destroyed and they really have no way to replace their fleet. Even then, I've often had to beat the AI into submission by bombarding its last planet. However, if you fleet up to a level they cannot compete with, particularly if you do it all at once, they will spontaneously surrender. In my mo
Try building about 20 carrier cruisers (14 for Advent, since their's cost more) and stocking them all with bombers. Clears pirate bases so easily, and your capital ships level up like mad. Or, with entrenchment, just distract them while you build a starbase.
The first thing you want to do is scout. You usually shouldn't commit to your labs until you're reasonably certain how close (or how far away) the enemy is. I've often jumped into civic labs too early only to discover an enemy four jumps away (which can be recovered from, by the way). The one key technology you're forgetting about are repair bays. Very high priority item, you definitely want this unlocked even if you don't plan to build them right now. When you d
This always depends on the map and your situation. Usually you want to place as few as possible to get the job done. You are correct in that the front lines are a good place to put them.
Great news! I'm looking forward to this :-D
[quote]A standard pirate raid would focus on getting money, ships and running away. [/quote] I'm totally with you on this. I'd like to see multiple pirate raiding parties active at any time, and I'd like to see them prowl around for opportunistic targets then run away when you go to fight them. This would make pirates that much more interesting, especially early game when there are lots of uncolonized worlds for them to fall back on. I personally don't want t
As Vasari, I should also add that getting a second egg is actually a great option. Nanos is a death sentence to LRF, and two eggs constantly spewing this ability can actually counter a reasonable LRF force. This enables you to focus the rest of your army on countering the other units. Obviously this won't stop a critical mass of LRF, or against TEC with hoshis, but when it works it's extremely decisive.
If you're early enough in the game, flaks cannot [i]completely[/i] counter fighters and scouts. You do need to micromanage these units rather heavily, but it's quite feasible to wear down LRF by attrition. If you can continually suppress the enemy LRF then you can bring in light frigates. Remember, strike craft are [i]way[/i] more mobile than any frigates, so any time a flak gets to fire a shot it's because you allowed it to. Try to get the enemy to spread out and avoi
[quote]True very true. However a level 6 marza a few hoshis and flak will ill almost any early game fleet the nemy can produce as well as his planets. level 5 puts you 800 points from that goal.[/quote] Actually, you can only buy level 3, which leaves you 1800 from the goal. Hoshis are annoying as hell, but this is where light frigates with their special abilities are most helpful. Very underused, but as an anti-support frigate the LF really does its job well.&nb
All systems are prone to abuse. The easy way to abuse the system you describe is a loss-account. Just create an account, lose a bunch of games intentionally, and then your "tracked" skill level plummets, enabling you to match against less skilled opponents on your main account. Number of games probably won't be helpful, because skill doesn't necessarily correlate to number of games played. Some people are still newbies after dozens of games (for instance, I ran int
As I've said before, I think the ambiguity and need for the fan to make assumption actually [i]adds[/i] wealth to the lore. If they kept confirming details, soon there would be no room for the creativity and diversity that really defines the Sins universe fan-fics.
[quote]Or the fact that you'll probably have to rebuild your Cap Ship Factory that you scuttled at the beginning of the game. This will cost an additional $2400 ($1000, 250M, 100C). [/quote] This is why when you think you'll get a second capital ship early on you don't scuttle the factory. Seriously, unless you need the logistics slot it's not that big a deal. You get about one extra frigate with the money you earn, and you've thrown away the opportunity for
If you don't send your capital ships into combat, you won't get high level abilities and their special abilities won't help you out in battle. It's well worth the risk, you just have to learn how to keep on your toes to keep your capital ship alive. Knowing when and how to run takes experience, that's all.
Although I don't want to encourage it (I see too many "our allies have lost a planet" messages during the initial colonization period as it is) you [i]can[/i] actually colonize planets while the Krosovs are still alive. The planet starts with about 250 health, and provided you can kill the Krosovs quickly enough the planet will survive. A single Krosov will actually kill the planet very slowly, and can be killed by a lone capital ship before it does the job. I didn't know yo
So, recently I've been noticing that a lot of players really don't have good colonization technique, even if they're solid in other aspects. I want to write a quick and simple guide on colonization technique to help those who might not know some of the tricks. Let's start with some basics: [b]Krosovs First:[/b] <p style="margin-bottom: 0cm;