I'd agree that the game really isn't a 4X game. It's an RTS game that has long game durations. I think the diplomacy expansion, if it's meating enough, might finally put it into the 4X category, but right now it just isn't.
Darvin3
While I haven't watched the replay yet, I've done similar things in the past myself. The thing is that the Marza has relatively high DPS for a starting capital ship and can in fact clear a world of militia (provided there aren't too many and the enemy isn't too close). This will leave it damaged afterwards, and so researching repair bays is pretty much mandatory. In fact, if you destroy the siege frigates first you can sneak in a colony frigate, colonize the planet, and buil
[quote]Humbly enough, he remarked that he doesn't do anything amazing, he just makes sure that he commits less mistakes.[/quote] Honestly, just not making mistakes is one of the best ways to win a RTS game. You can go far without having any incredible micromanagement or tactical skills just so long as you're meticulous and don't make blunders.
Part of the problem is that early game LRF make up the bulk of any fleet, and late game most players transition to heavy cruisers. Both of these absolutely murder LF. As a result, it's just not smart to build these guys in bulk. Used sparingly they're decent, and if your enemy is going crazy with carriers a good mob of them can be useful, but in general you want to use them as specialty units. The LF's speed is essentially negated by turn rates. After a few sec
[quote]9 insane aggressive AI, Instant challenge[/quote] Play TEC and get a Marza. Survive till level 6. No longer a challenge.
I tend to agree; without something like a Kol or Halcyon helping out, bombers will rip up your capital ships long before flaks will deal with them. Hell, if you have enough of them bombers will kill your caps before [i]fighters[/i] destroy them. Against large bomber fleets, you'd better have fighters of your own, and special abilities to fend off the bomber swarm.
[quote]So why not make a game that lets you script your build order and share it with other players? I've never understood why strategy games don't do that.[/quote] The problem here is that build orders are more like guidelines than a recipe book. The exact expenditures (and timing of the expenditures) will vary based on the map and how your opponent is playing. As I said originally, it's really about finding a sweet spot in terms of resource management and staying there.&
I tend to agree that culture is part of the game, and at any rate a cultural takeover is extremely rare and usually happens either when you're in such a bad position you're going to lose anyways or if you've got an outpost in the middle of enemy territorty. In any case, there wouldn't be a huge difference if cultural takeover was removed from the game. Your planet's loyalty would still be reduced to 0, causing all its income to disappear. You'd still be able to build stuff
[quote]Sova Carrier's Heavy Fighters ability affect ALL strikecraft in the same Grav. Well as Sova.[/quote] The Halcyon's strike craft booster and the Skirantra's bomber deployment abilities both need help, they're just as bad. Quite possibly the three worst capital ship abilities in the game. [quote]Better Auto-use control on Hoshiko's repair ability[/quote] This can be said of virtually every auto-cast ability in the game. No comments on
[quote]Light Frigates: Carriers, Flak, Support cruisers (ALL), Seige frigates[/quote] In practice, however, many of those don't work. Siege frigates are rarely used at all. Support cruisers and flaks are usually found in the middle of a swarm of LRF, and in practice they can just tank the attacks of LF until the LRF have dispatched them. Flaks and most support cruisers (most notably hoshikos and guardians) are cheap, spammable, and tough enough for this purpose. 
[quote]Also a list that states all the different Caps and abilities[/quote] This post is good for cap ships: https://forums.sinsofasolarempire.com/335807 As for support cruisers: TEC Hoshiko: excellent, easily the best support cruiser in the game. Bring it out early and in large numbers. Great hit points, excellent utility, and low cost.
My statement was more abstract; I didn't suggest any specific changes to accomplish what I talked about, only what I believed to be the general issue. Obviously there would be balance implications, and not just for Advent, that would need to be dealt with. However, I think more fleet strategy with regards to positioning and tactics would be a definite step forward for the game.
I think the biggest issue is that everyone seems to use a tight fleet formation. You try to pack as many units into a small space as possible, maximizing threat range overlaps, including those of flaks. This greatly diminishes the usefulness of strike craft mobility. I think if the game were changed to encourage more sparse fleet formations, flak would have a much harder time covering the large distances, and strike craft would excel due to their mobility. This would a
If the carriers go bombers, then the only response to carriers is indeed carriers (Halcyon, Kol, and Kortul work great, but you need fighter backup to clean up the stragglers). In general, though, I totally agree. Flaks are awesome at dealing with fighters, but you really need sufficient numbers of them.
I think the consensus is that LF are quite underpowered currently. Their basic cost:effect ratio is relatively poor compared to other unit types and they only counter carriers. I personally like the carrier build rate penalty, even if it may have been an overnerf. I'd rather they buff the carrier in another way rather than roll back the change. The biggest gripe, however, is with the rocks-paper-scissors balancing act we have going right now. With few e
[quote][Open Question] What sort of fleet makeup do you go for in the early game/mig game/end game[/quote] Early on, long range frigates (assailants, LRM's, and illuminators) offer the best balance of damage, cost, and health out of any unit available, and should probably make up the bulk of your fleet. Depending on your faction, having some carrier cruisers, support cruisers, and flak frigates would be great additions. Mid-late game, you should be slowly phasing in more
First and foremost, you absolutely [i]must[/i] scout. Know what your opponent is doing so you can be ready to counter it. Rushing with destras is a very risky strategy that involves building five military labs early on. This takes up a huge amount of logistics space and resources, and leaves your opponent very vulnerable to a fast rush. Spotting it before it happens is important so you can either prepare with the right units, or attack it before it happens. Now
[quote]you could do what ALL tec players do and rush for the lvl 6 marza. you set up star bases and pjis around your choke point and wait for him to attack. once he attks the sb bring your marza in for xp feed.[/quote] This is highly presumptuous. You can do this against the AI, but against a player you cannot presume he's going to fall into your trap. He could easily scout it and go around it. You also presume you have enough time to research starbases and PJI's and
In a 1v1 (presuming single-star; if it's multi-star it's another story) going econ at the start of the game is suicide. You're basically gambling that the enemy isn't going to scout you and attack you before your econ pays off. As far as economics go, the best investment that exists is actually colonizing new worlds. If you spend your money building trade ports between your home planet and two asteroids, and I spend my money colonizing two extra desert planets, my income w
With that many cobalts, your best course of action would be to try to get a lot of LRM's. Hoshikos would be the best unit to support them. Carriers would be the [i]wrong[/i] answer in this case, because cobalts kill them incredibly quickly when massed in huge numbers like those. You want a strong LRF presence first to ward off LF. Kodiaks would also work, but getting to the 5-lab level is a risky proposition. If your opponent has a large number of cobalts and s
[quote]i need to know which cap ship i should build first[/quote] Jerrasul Evacuator. Get one rank in colonize (so you don't need to purchase colony frigs), then get as many ranks as possible in nano-disassemblers. [quote]should i expand fast or slow[/quote] Depends on the map and your overall strategy. That's a very tough question to give a general statement to. Make sure you can afford population upgrades before you capture a planet, but otherwise take wh
The AI surrender behavior was introduced a few updates ago. I believe a successive update made the AI's less prone to surrendering on a hair-trigger. If you don't have the most recent version, that could be your problem right there. I don't have entrenchment, but I understand that the surrender behavior is the same as it is in the most recent version of vanilla. One of the underlying problems was that some players would just build up fleets up to the 2000 fleet limit
As a PC gamer, I stopped paying much attention to reviews a long time ago. Most games are reviewed in a rushed fashion; the reviewer has to get their content out quickly and so they brisk over the game's content quickly. I'm the kind of gamer who likes to play the same game for months on end, if not years on end. These reviews just cover the fluff on the surface of the game, and don't even begin to represent the package underneath. Support is just one issue; you can't
I noticed the Oculus references when I went snooping around the files, too. Whether it's something planned for the future or something that was scrapped in the past remains unknown. One thing we can say is that any new demigods will likely be added in pairs; one general, one assassin. It seems odd that we'd have one reference floating around and another that's completely missing. So, at this point I think the oculus is a possibility but I think it's too early to conc
[quote who="CenturionJixra" reply="4" id="2226078"] The purpose of the post escapes me.[/quote] Same here.