Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,842 Replies 1,395 Reputation

[quote] I almost never get to the ice planet.[/quote] Admittedly in the long run anyone who did take the ice planets would be the winner, but you're unlikely to survive after shelling out the cash (and logistics!) for two civic labs. A better investment would be trying to snatch the enemy's asteroid out from under them.

28 Replies 11,602 Views

[quote]With such an effective and versatile weapon, it is also unclear why the Vasari utilise other types of weapons.[/quote] Uh... in practice Vasari [i]do[/i] mass phase missile units

136 Replies 339,530 Views

Really? I couldn't imagine playing point blank without repair bays, which means you have the prerequisite for assailants as Vasari and you're only 1 lab away from LRM's and illums as TEC and Advent. So, from my perspective, there's no reason not to get them against the AI.

28 Replies 11,602 Views

There are a couple of possibilities which I find likely in your case. The first is that you're capturing new planets slower than your opponent, and generally expanding your economy at a slower pace. This could very quickly result in a significant advantage for your opponent. A second possibility is that you're spending your money unwisely. Buying unnecessary structures, research, defenses, and planet upgrades that could have otherwise gone towards your fleet.

9 Replies 7,343 Views

[quote]maybe he just used foreign government on it[/quote] This won't stop the loyalty from dropping, it will just stop the player from losing control of the planet.

19 Replies 14,879 Views

[quote]you would spend to much money and time making better units when you already have frigates to fight with. just do what the AI is doing, except add more strategy to it[/quote] Absolutely not. Against a player I'd agree with you, because he'll just counter your LRF with scouts. Against a computer, those LRF are going to be [i]well[/i] worth the investment. Not to mention repair bays are a godsend. Advent [i]maybe[/i] might have trouble getting t

28 Replies 11,602 Views

Typically bombers are better late game, and fighters are better early game, but it's always based on your situation. If you're attacking a primarily LRF army or need to suppress enemy bomnbers, you want fighters. If you're trying to harass the enemy and destroy structures and capital ships with quick and decisive attacks (followed by a retreat) bombers are your friend.

3 Replies 6,817 Views

I don't know the exact mechanics of culture, but it gets weaker (considerably weaker) with each jump. Normally you need about half as many culture centers as the "attacking" player to remain safe, so I would expect your three to "beat" his one on defense. What could have happened in this case is the enemy could have had a second culture center on planet D (or another planet further away) which would also help. Technology upgrades to culture rate might have also played a fact

19 Replies 14,879 Views

[quote] Iv atempted to make 3 seperet fleets at once with caps as leaders , didnt work out because the fleet followed 1 cap around instead of dividing up like I want em to. [/quote] Fleets are a little bit weird in this way. I personally don't ue

3 Replies 6,817 Views

I played with EadTaes on his mod today. It does work sometimes, but you have to have people on your friend list.

53 Replies 21,661 Views

I used repair bays. I rush with my capital ship, then retreat back to my own home. The enemy follows me. By this point I have my asteroid colonized (just send a few LF to clear it) and long range frigates. Along with my repair bays, I proceed to decimate his forces. With the experience and military advantage from this stand at my repair bays, I can proceed to attack his homeworld. If things get dicey I retreat and he'll repeat the process.

28 Replies 11,602 Views

On the topic of artillery cruisers, I posted these elsewhere before: TEC Torwick Artillery Cruiser (tech level 4) Abilities: Incendiary Grenade: fires a single explosive round which deals large amounts of damage over the target area of effect. Has long range, but also has a minimum range. The projectile takes time to reach its target destination, and therefore is less effective against moving enemies. This special ability has a minimum range as

10 Replies 17,627 Views

I played an online match with EadTaes just now (1v1, TEC[Ead] vs Vasari[Dar]) . The one thing that jumped out at me was that carriers were [i]a lot[/i] more robust. I really needed to spam the flaks to keep those carriers down, and this kept my assailants off the field for a long time. Ead had the stronger fleet throughout the game, while I relied on hit and run tactics to keep him pinned down. Was an awesome match, definitely the most intense game I've had in a while.

26 Replies 98,977 Views

[quote]My idea was to make battles more like artillery duels in the start, and then give lfs some usage without changing their stats.[/quote] One of my ideas was to add a new unit type, an "area of effect" artillery cruiser which would be particularly effective against huge swarms of tightly packed enemies (battleball counter, anyone?). Advent would have the weakest artillery cruiser, Vasari would probably get the strongest, and TEC would come down the middle. This w

10 Replies 17,627 Views

[quote]A word of advice: Don't argue with veteran players, they will win. But hey, at least they aren't mean about it[/quote] Honestly, discuss to your heart's content. Right or wrong is irrelevent, it's the reasons and arguments to back it up that are important. When I first came here, I had many misconceptions. Correcting them wasn't the most important aspect of coming to the forums; instead I had to [i]understand[/i] why I had come to those misconceived notions in

30 Replies 11,131 Views

I'd agree with you that some changes need to be made to the Sins combat system. The one problem I see with your suggestion is that you've just made Advent (particularly with repulse) into a god. With their side panels, illums would always be able to hit something (you can't be close up to every illum in the Advent fleet. At least half of them are going to be shooting you with their side weapons!), and with repulse they're now able to keep all their weapons firing all the tim

10 Replies 17,627 Views

[quote]3) The reason ALL machines lag in Sins AND Demigod is that the simulation is performed on ALL machines simultaneously. In the case of Sins (and possibly Demigod), the host is responsible for syncing the games. This means that if one machine lags, the rest lag as they have to wait for that machine to catch up.[/quote] This is true of all RTS games. The upside of this scheme is that it's much harder to create cheats for multiplayer. As well the game appears less "jump

6 Replies 8,936 Views

[quote]Despite this long nasty trend, people haven't stopped playing the other races, and started spamming only illums.[/quote] Perhaps not everyone, but I'm seeing a [i]lot[/i] more Advent in the game lobbies these days than I should. Sometimes I'll be in a 2v2 and I'll be the only one who is not playing Advent.

53 Replies 21,661 Views

[quote] Population is small beans compared to tradecenters because you can make such quick gains[/quote] While loyalty and your trade port length are wild cards here, population upgrades are usually more lucrative than building trade ports. It takes a while for population to build up, but typically one population upgrade raises tax income more than one trade port will generate, but at a lower cost. It's a good idea to max them out on all your inner worlds, and only start n

30 Replies 11,131 Views

[quote](I put 'em in black holes too...that might have been excessive)[/quote] I think so; stylistically they don't look like they should support neutrals, nor do I think they need to. [quote]The ultimate map screw would be a one phase lane start that leads to a black hole...[/quote] Nah, RA's example was worse. At least there would be something else [i]beyond[/i] that black hole to colonize, whereas in RA's case your ally could have taken all that for himself an

25 Replies 42,143 Views

[quote]Worst I've seen? Having only one phase lane that leads to an allies homeworld. That's the ultimate map screw....[/quote] @_@ wow I didn't know that was possible. I thought there was a minimum distance between homeworlds. [quote]I just recently played a game where there were magnetic clouds all over the place (there were 2, but it seemed like a lot) and they are really annoying[/quote] Was I in that game? I had a game last night with two adjacent magn

25 Replies 42,143 Views