The AI was stupid about surrender before, often forcing you to actually destroy all their planets even when they had close to zero income, no army, and little defenses on their remaining planets. Now it seems the pendalum has swung the other way, and they fold as soon as they start to fall behind. I think this draws more to attention than just the fact that the AI surrenders on a hair-trigger. First of all, the AI (on every difficulty, it's just higher
Darvin3
[quote] So if you give a move order they will only move as fast as the slowest ships. Make them into their own fleet when you need them to be indeepend of your main fleet. 2nd possibilaty is that he had hoshikos with demolition bots. IF even 1 ship get hits with demo bots he will slow down the whole fleet as to the behavior I explained above. The way to counter this since you can't be bothered to search for the ship that have demo bots on them is to break your fleet. [/quote]<
[quote]Oh, and is that microphasing aura useful too?[/quote] Yeah, along with repair cloud (which is the only ability in the game that repairs strike craft, I should add), it's a decent capital ship to have around. Still, it's a very passive capital ship, not a miracle worker. Must-have against a Kol, however, since you can use its repair cloud to effectively negatve flak barrage (although that won't work against two or more kols) [quote]I suppose I'd have to build
[quote] Microphasing Aura *** Level available: 1 / 3 / 5 Affects: friendly strikecraft Range: self Area radius: 8000 Max targets: infinite Duration: until out of range Pulse interval: 4 / 4 / 3 Effect(s): <span style="font-size: 8pt; font-family: "Verdana","sans-serif"; c
You ever tried using a Radiance or Revelation to disrupt it? Deals with missile barrage just fine. Also, shield regeneration can heal up 500 points of damage across your fleet, giving you more time to work with. It's brutal, but not unstoppable by a longshot. The Progenitor mothership isn't an offensive capital ship like the Marza or Evacuator. Its shield regeneration and strong colonization skill are what characterize it since the malice nerf. Malice isn
[quote] gimme a guestimate of how many sentinels you had and how many carriers he had [/quote] Really doesn't matter; unless he had a ridiculous number of sentinels, fighters will kill a swarm of LRF faster than flak will kill fighters. Flak alone won't work; you need to cut off the fighters at the source otherwise they'll be replaced as fast as you can kill them.
If your culture actually caused the enemy worlds to turn neutral, then yes it's possible. However, this can take 15 minutes or so even with deliverance engines blasting away, and can be nearly impossible with regular broadcast stations. I find it very unlikely this could have happened without him noticing. Moreover, he'd have had to have been sitting on his hands for a long time with at least half a dozen broadcast centers positioned right next to the enemy's empire for this
The only way to deal with strike craft, in the long run, is to have fighters of your own. With the possible exception of hoshikos for TEC, carriers should be the first type of cruiser you unlock. Be aware of your surroundings and ensure you don't fall behind tech-wise. Counter-wise, Vasari have the hardest time with carriers. Aside from having your own fighters, your best course of action is to attack the carriers themselves, either depleting their anti-matter
Reverie, as mentioned, disables special abilities. So does detonate anti-matter (Radiance ability). You also have the magnetic storm gravity well that disables all abilities, presumably making it the only type of gravity well you cannot build a starbase in. Plasma storm gravity wells disable strike craft launch.
Galaxy forge isn't working currently because the game changed the map formats, but a new version of galaxy forge that creates the new format hasn't yet been released.
The AI is capable of surrendering before they are defeated. Presumably this is what happened in these cases. It's quite possible because you set them to easy that you killed all their units on a quick attack and they just surrendered because they didn't have the money to build a new army to defend themselves. And yes, if pirates "launch" against a target that cannot be reached or doesn't exist, they just sit around in the pirate base and build up. On occasion t
It doesn't matter whether its mitigation, armour, or health. You're just going to increase the threshold at which this "sudden death" occurs, and not prevent it outright.
[QUOTE] I thought that number was broken. After a check of the advent I can tell you that with max research in advent culture mitigation is only 6% [/QUOTE] Advent also has another tech in their military tree that offers +4% mitigation to all units, for a total of +10% along with culture. Anyways, the underlying problem is that no matter how high you push shield mitigation, it always possible to launch that many more strike craft to basically kil
They've always been whacked like that. One of the AI's that needs a dramatic improvement. Is it so hard to ask for it to not backtrack more than one jump, and not run through a pirate base (occasionally pirate bases have more than one warp line, and scouts love to just take a short-cut across them...)
Yeah, I'm aware shield mitigation means little against Vasari, but for that reason the example is rather moot. After all, who is going to invest in a high level upgrade that only benefits shield mitigation against Vasari? New shield mitigation content won't even enter play. As for the Cielo's ability, I have to admit I forgot about that. In any case, the point still remains that you can't push the other factions above 85% without pushing the Advent mitigation overboa
Once you get the knack of rushing, you can have the AI effectively beaten by the 20 minute mark, then speed things up to x4 to finish things off, so a quick game against the AI will run you 30 minutes or so, not three hours.
That won't work. Advent have several upgrades that increase their shield mitigation. I think it works out to +10% over the other factions. The higher you push everyone's shield mitigation, the more powerful the Advent edge gets. For instance, if you gave TEC and Vasari 85% shield mitigation, and Advent have 95%. This means that Advent take 5% damage while the others take 15%, meaning Advent effectively is taking only one third the damage of the other factions!&nb
[quote] however i feel that this problem would solve very little except diversifying capital ship fleets, and in reality players rarely use them in mass. [/quote] I think diversification is enough on its own to merit changes. [quote] If you spawn a level 5 cap ship carrier, the idea of carrier cruisers will be obsolete, you will get more squadrons for you buck, plus the added weapons and abilities. [/quote] That worries me
It's still not quick by the standards of other RTS games (a "short" Sins game is still long by the standards of most other titles out there). However, it's not that bad anymore. Five or six hour games occur in huge multi-star scenarios, not in a small 1v1 on fast settings.
I'd like to see them used in battle to barrage a planet while the main fleet covers them. Currently you can just send a couple of fighter squads and take out dozens of siege frigates before they do any real damage, and considering each SF is about as expensive as a carrier cruiser, your actual fleet strength is going to suffer dramatically.
[quote] I also do not believe there is a huge disparity between the usefulness of a faction's ships [/quote] With two big exceptions: Mothership and Evacuator. Some like Akkan are a little on the weak side, and some like Marza a little on the strong side, but otherwise all caps are roughly in the same range of usefulness. However, the two colony ships for Advent and Vasari are simply out of the league of all other ships. The original poster
Structures cost a substantial amount of money. It's quite common for a planet to have more money expended in its structures than in the planet itself. They aren't that hard to destroy, so frankly I don't think they should just disappear (even slowly) if the planet is lost. I know people are in love with fighters, but this is what bombers are for. Ever seen what half a dozen bombers do to structures? Great if only for quickly destroying repair bays.
[quote] do the exp point values of cap ships change as they increase level? [/quote] Yes
Here's a possible solution for capital ship levels: Lower the experience requirements to level up to levels 2,3,4,5,6, but give an equal experience penalty for pirate and rebel kills. This would mean that you'd level up just as fast as you used to from pirates and rebels, but much faster when fighting other players. Leave the high level experience requirements the same (so getting to level 7,8,9,10 is extremely difficult), and keep the cost per experience po
Again, I take some exception to comparing the Marza to the Evacuator. The Evacuator's abilities are simply wicked, and there is nothing with anywhere near the effect of nanos. Radiation bomb is on par with other similar abilities. If you want to buff everything up to the level of the Evacuator and Mothership, you're going to have to do a lot more than simply tweak a lot of these abilities. Heck, nanos are a death sentence to many ships after level 1.