[quote] It's possible this was never fixed so jam weapons isn't doing anything. [/quote] The other day I was running away my Kortul; it had 500 hull points left and about 20 bomber squads chasing after it. Hit jam weapons at the perfect moment and warped out of the system without taking further damage. It's very hard to actually pay attention and confirm that the little strike craft are indeed disabled, but this was one clear-cut case whe
Darvin3
[QUOTE]But I still think aou have no chance to defeat a Vasari on a very small map like Quickstrike or Point Blank, because you have nothing against a spam of LRM´s.[/QUOTE] Actually, scouts will beat spammed assailants quite easily. If the enemy goes crazy with LRF, Advent carriers can also work nicely because they come out so early. On small maps like quickstrike or point blank, you'll want to get Radiance against Vasari. This will enable you to disable nano
The story is wonderfully ambiguous, leaving many details to the imagination of the player. For instance, when it comes to men in Advent society, the story doesn't give many specifics. Its exact words are "females in particular demonstrate a natural prowess [at psitech] and have come to dominate the higher castes". It does not say that males are barred from the highest castes at all. How you choose to interpret this is up to you.
Vasari have no dedicated anti-structure cruiser. In practice, a big swarm of bombers gets the job done just as well, plus they're useful in combat against the enemy fleet. You can also build and upgrade your own starbase in their own well (as Volt mentions, the Orkulus is itself an anti-starbase weapon). As well, if the starbase doesn't have too many hit point upgrades, the "nano disassemblers" ability of the Jerrasul Evacuator can actually kill it if used repeatedly</
When in doubt, use google. Search the term "Sins of a Solar Empire Mods" and you'll find what you're looking for. I'm fairly sure Stardock still has a distribution service for Sins content, but my experience with it was fairly poor (took over a month to get the content I'd submitted approved, by which time a patch had invalidated the file format)
You know, I get after people when they do something royally stupid like warping a capital ship with 500 hull points into battle, but I'm not going to trash talk them for being new. There are some bad apples out there, but don't let them taint the game for you. For a game this old, I'm always surprised by how many new or inexperienced players I'll encounter. People your speed are out there, you just have to find them. Aside from that, don't be afraid to ask for tips.<
The thing I hated about random events in Civilization IV: Beyond the Sword was that many involved little more pressing the "okay" button. A good percentage of the time you had the choice of losing an extremely valuable building or upgrade, or paying a nominal amount of money from your treasury to avoid the damage. Very rarely did you get something interesting, like "build 5 stables and you'll get a bonus".
[quote]The only bombardier cap I can think of that MIGHT, mind you, MIGHT beat the Marza is the Vulkoras, and that's only because of its Siege Platform deploying ability and the passive bombardment specialization ability[/quote] I tested out the siege platforms. They are approximately equal to raze planet for overall DPS. However, they deal DoT rather than the instant effect of raze planet. So, raze planet on its own is better than siege platforms. The passive
[quote]I said combat abilities. Raze Planet is good, I agree, but in a asteriod field battling it out with a Prog, it won't help.[/quote] True, but send that Marza to bombard an enemy world while your main fleet fights over that asteroid belt, and it might do something. If the Advent retreats, you win the battle. If they don't, they lose a planet. This is the best way to beat Advent, so long as you're careful not to take too many casualties (but hey, TEC has
Personally I don't know why they changed the light frigate voice. It wasn't bad before, and the new one isn't a significant improvement. The Vulkoras, IMO, still holds the distinction as worst voice in the game. People actually leave the room when I'm playing Vasari because their voices are so annoying.
[quote]Radiation bomb is the only good combat ability for Mazra before level 6[/quote] Raze planet is fricken awesome. Even if the Marza can't take out your planet with it, the population it wipes out is a serious chunk of income. However, it's still a far cry from shield restore. Moreover, shield restore is one of the few abilities that can actually allow your fleet to tank missile barrage, especially when combined with guardians.
Many people consider the Progenitor the strongest capital ship in the game. In my opinion, the only capital ship that can contest this title is the Evacuator. Even the mighty Marza cannot compare to colonize and shield restore. Plus malice is pretty solid late game.
[quote] What you call needles management, I call dynamism.[/quote] Needless management and dynamism are two very different things. Needless management is when there is an obvious best choice, and the player's action is a fairly moot point. An example is all your fighters chasing after that one bomber. [I]Of course[/i] you want them to attack the enemy LRF, but you have to keep giving them the order [i]every single time[/i] because they default back to attacking the b
The biggest issue for AI targeting are fighters, as they tend to go after other bombers. In reality, you want your fighters to target enemy fighters, bombers, and long range frigates relatively evenly. This can be a pain to manage.
Advent has a weak as shit economy. Yes, their trade port can become a refinery, but it doesn't work very well or fulfill the full role of refinery (allowing you to boost production from uncolonizable gravity wells). Their only great economic upgrade is allure of the unity. On the other hand, Advent have [i]by far[/i] the strongest fleet. A well developed Advent fleet is nearly unstoppable in a direct confrontation, and you either need to defeat Advent on the economic f
That seems to add needless management, since a unit left to its own devices may not move closer to deal more damage. It's trivial to close the distance between yourself and a target.
The other matter wiith subverters is that they have to come to you, whereas guardians force you to come to them. It's easy to keep guardians flanked by flaks and lrf, so even without repulse it's very hard to take down a guardian without taking severe fire from other units nearby. Subverters, by their very nature, have to get into range of your guns to work, which is why they're so vulnerable. I'll reiterate what I've said in other threads: I think the probl
The problem with surrenders is that in team games that leaves you with a stationary drone of an ally rather than an AI... although I'm not quite sure which is worse. In any case, we [i]do[/i] need better mechanisms to handle leavers. Besides, everyone goes by your wins to games played ratio, not win to losses. I personally do surrender if I'm the last person on my team.
I was playing as "Darvin", so you would have known if you were playing with or against me. My ally was a pretty inexperienced Advent (the kind that needed to be told to get guardians at the 1-hour mark), but at least he listened to what I said.
[quote]If the neutrals could be balanced somehow....(put an allegiance on them like with planets damn't)[/quote] I totally agree; Vasari need to be balanced for a greater variety of maps. Feels like they're gimped without neutrals. On the other hand, Advent have a significant disadvantage when it comes to neutrals (no real refinery). We definitely need something here so that maps don't heavily favour one faction or another. [quote]Really, outside of phase mis
[quote]If you entrench form the start. You take yourself out of the game. You give an ally a 2v1. It's ok to use starbases and defences. Just don't spend everything (above 50%) of what you got on them.[/quote] Ugh, I've run into people like that. People who say "feed for heavy cruisers" then you look over and they spent it on a starbase, and never bothered to expand to nearby planets. Starbases are speedbumps, not bulwarks. They will [i]delay[/i] an
I played a "designer" random map the other day, and could have sworn it was galaxyforge made. I didn't [i]like[/i] the map, but the fact remains you have a lot finer control with that editor than I've given it credit for.
Capital ship abilities definitely need to be another thread. Heck, just look at the Marza thread; even on-topic discussion of one ability spawned pages and pages of heated responses. I tend to agree with Amish that every faction has some absolutely wicked abilities, but the fact remains that if I were to categorize missile barrage, I'd put it right beside "meteor control" and "safety override protocol", the two most powerful starbase abilities in the game. The reason is th
[quote]Also, it is my personal request for us all to drop cap ship abilities in this thread. This is an bottomless can of worms, each the size of manhattan. [/quote] Gotta agree; we're all in agreement of the standings of the capital ships, but there's little to no agreement about what to do about them. This is worth its own thread.
There are still people playing Vanilla, though in general you will have a harder time finding a game there. The Sins community is... lower density than other multiplayer RTS games. This has its upsides and downsides; it's harder to find the game you want, for sure, but on the other hand you really build a reputation with the community, and you will run into the same people in the future, which is kind of cool.