Darvin3

Darvin3

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

I don't think a comet is big enough to generate its own gravity well, but moons definitely yes, I'd love to see that. While solar systems are a uniform plane, stars themselves wouldn't necessarily share a plane at all. The problem is that gravity wells in game are implemented as cylinders, so the illusion of a spherical gravity well would be broken if they weren't roughly aligned on the Z-axis.

19 Replies 48,148 Views

You research volcanic and ice colonization techs only when you're ready to colonize these planets. While it's somewhat annoying when you forget to do it, if you set research speeds to fast then you can start the research when you first phase into the system and it should finish before you kill the defenders. It's better to spend on something only when you need it, not long before the fact. The reason you don't build the metal extractors right away is because your construct

17 Replies 10,513 Views

You know, I take exception to his stance on the first article on turtling. Turtling isn't dead, or even endangered. I can tell you that as a Warcraft III player (a game notorious for its brutal rushes) I don't panic when I see a big army rushing me hard. This is because I know my opponent has geared all his resources towards this, so I need only survive it and reach a higher tech level unit to punish him severely. It's when I see a few harassers trying to keep me occup

10 Replies 21,555 Views

I totally agree that AI intelligence and cheating levels should be separately controlled. The cheat level could be a slider, but intelligence could remain at easy/medium/hard settings. I know that often I don't want to waste time with a hard AI that is just going to spam extra units to delay my victory with its resource advantage, but also I don't want it to pull any of its punches intelligence wise.

15 Replies 10,333 Views

Unless the AI catches you off your guard, it's largely powerless late game. It'll keep running headfirst into your most fortified systems (because it usually gets a single-minded fixation and attacks the same planet over and over, leading to you filling it with as much defense as possible) and getting its capital ships killed, and then regardless of tech it's going to lose just by virtue of not having good caps. As for tech, the unfair AI does seem to research everything, and gi

8 Replies 20,947 Views

[quote]This is very true, even with the unfair AI. One thing you can do is do enough missions to get peace treaties with all the AI as you encounter them, and then do just enugh to keep said treaties. doing the resorse missions by them selfs is usely enough to keep your treaties,[/quote] Not always; I've completed missions for every AI in the past only to have them all team up on me anyways. For me, this was a dealbreaker and I've rarely played unlocke

25 Replies 110,436 Views

Loyalty doesn't affect trade port income. It does affect refinery income, however. Typically the trade port is a better investment than a refinery, especially far away from your empire's core where loyalty is low. However, extractors in neutral space are unaffected by loyalty, so if you're next to a couple of asteroid belts with plenty of extractors a refinery can be a good idea. Try to make as long of a trade port chain as possible, as this increases the incom

8 Replies 7,223 Views

If you look at game stats, each capital ships is listed as battleship, carrier, utility A, utility B, utility C. One of those utilities is colony caps, the other is dreadnaughts. The Revelation is listed under the same category as the Marza and Desolator. So, it is equivalent, if only in theory.

17 Replies 5,205 Views

Desert planets have by far the most logistical slots of any type of planet. However, there isn't any particular reason to use the extra slots in particular way just because it's a desert planet. You could put labs there and build trade ports elsewhere to the same effect, it all depends on the bonuses on those planets and the phase lane layout for longest trade route.

11 Replies 25,362 Views

LRF doesn't really work against HC. You require significantly more LRF than your opponent has HC, so it will work if you severely outnumber them, but otherwise it's a low-tech unit against a high-tech unit which can't end well for the LRF. That said, every support cruiser in the game except for the overseer is a good HC counter. Hoshikos upgraded with demolition bots reduce their damage practically to zero, and the rest can be mopped up by hoshiko healing. Cielos hel

3 Replies 5,430 Views

If you're worried about the AI sending siege frigates to harass your planet, a single hanger defense will work just fine. If you want something that can hold out until help arrives, repair bays are your best bet. Beam defenses are a great way to soften enemies up and punish those who get too close to other structures, but otherwise are a tad costly given their limited influence. I find against the AI that a phase jump inhibitor is always a good idea, because they have a habi

3 Replies 13,160 Views

[quote]By the way, the advent superweapon is completely useless[/quote] Most experienced players view the Advent superweapon as the strongest. It's not used to turn planets neutral, but instead to deprive defenders of their culture bonus while giving you your own on the attack. In a huge late-game fleet battle this is actually considered far more powerful than any other superweapon.

98 Replies 248,163 Views

[quote]how many and/or what type of resource asteroids spawn around planets[/quote] unfortunately not [quote]and how to set neutral colonies[/quote] There might be a way to do that, using player settings and templates, but I haven't tinkered with it. That said, you can easily create starting colonies for players. [quote]the big drop down list with stuff only has 1 planetary bonus: Crystal miners[/quote] I've never understood why that's there and t

1 Replies 10,266 Views

Ah, 1.00 and all its little quirks. I ran into the same problem on Gaian Crescent when I first played it. Patch and the map goes from unplayable to brilliant. You'll need to download impulse to get the update.

10 Replies 4,951 Views

[quote]I guess technically, with a culture 'kill', you don't drop any bombs, but given how difficult it is to take down a planet with culture it might be nice to see some additional rewards. Taking over the planet with all planetary upgrades would be a nice reward, I think.[/quote] It almost never happens anyways, so why not?

98 Replies 248,163 Views

As far as support cruisers go, my personal opinion is as follows: Hoshiko Guardian Subjugator Subverter Cielo Overseer The subjugator is something worth bringing out later. It's cheap (4 fleet supply iirc) and can prevent enemies from retreating while providing a general support role in battle. Now, it definitely takes back seat to the powerful guardian, but on the other hand if given t

8 Replies 9,723 Views

[quote]Does Martyrdom do worthwhile damage?[/quote] No. [quote]but draining anti matter is only temp and you do loss the ship[/quote] Not really; there are many times I'd happily part with 200 credits to drain someone's anti-matter. Sure, the AM comes back, but if I took it away when they needed it, then it could have turned the tides of an important battle. The real problem is that the Radiance and disciples already do this so it might be to

12 Replies 23,229 Views

[quote]There is no such thing as rushing in sins[/quote] Not true; not all rushes are for the win, often times you're attacking to hamper your enemy's expansion and economy, giving you a long-term edge. This is true in almost every game, including those famous for brutal rushing. If you play it right, you won't lose on the rush, but that doesn't mean your opponent can't use a rush successfully for other purposes.

10 Replies 6,083 Views

[quote] Before I got half-way to him both Kol’s were down .[/QUOTE] Huh!? With its adaptive shield to protect itself, and flak barrage to kill off the bombers, you should have killed all the bombers before they even got through one Kol's shield. The fighters should have also severely damaged several squads before they even got in range of your fleet. Something sounds wrong here; fighters should murder bombers, even in a 3:1

18 Replies 15,544 Views

Marza offers your best damage output of any capital ship. Unlike other colony capital ships, the Akkan offers no particular bonuses until you've added a second point to colonize, and isn't very useful in combat early game, either. Kol is a defensive battleship, while Marza is basically a wall of guns, making them far better combat-wise. Mothership and Evacuator offer absolutely awesome special abilities to back up their colonization. Akkan's abilities shine late game

9 Replies 10,335 Views

[quote]AI doesn't buil;d hordes of Light Frigates anymore. the AI update for Entrenchment 1.0 (which i think is carried over to vanilla Sins 1.15) definitely fixed that particular behavior issue.[/quote] I haven't played much in 1.15, and don't yet own Entrenchment, but so far I haven't seen much difference in the AI unit choice behavior. Still spams LF and can be easily countered by directly teching to LRF. Maybe it's switching over to other types sooner, but I'm still ab

18 Replies 15,544 Views

[quote]On another note I have beat normal AI quite a bit but as soon as I jack it up to hard oh man it kicks my butt.[/quote] Try immediately researching assailants / javelis / illuminators (depending on your faction) and making these units instead of your basic light frigates. The AI doesn't know how to stop these units (even though they can easily be researched just with your starting resources) early on, and you can cream it in early battles, gaining the upper hand if not win

11 Replies 25,362 Views

Karma is something that other users can "give" to you if you provide helpful replies on the forums. When people have more karma, it means they've provided lots of helpful answers on the forums.

7 Replies 9,200 Views