Actually, now that light frigates are much faster, I think that they qualify as a siege frigate counter. Hanger defenses come out at about the same level as the SF, so that's also a valid response if you see siege frigates coming. Because teching to carriers is critical, this also makes siege frigates risky in that they delay that tech. I do think that there are early game counter-measures to the SF now.
Darvin3
The free extractors appear after 30 seconds or so. The benefits of the other colony caps also have a delay before they become active.
With the exception of TEC, the colony caps are also the most powerful all-around caps for each faction. This means that you don't only get a free super-colony ship right off the bat, but also you're set for the long-term with a well balanced capital ship. The big issue with colony frigates is anti-matter. Until you have the anti-matter regeneration upgrades, they take several minutes to go from 0 to 90 and actually be able to colonize a planet. After one use (o
I believe Advent and Vasari get their's at 1 lab. Not that it matters, since their fleet supply is too intensive to bring them out that early. I think the important thing is ensuring that light frigates and strike craft counter siege frigates. Unsupported siege frigates should still get out-run and slaughtered by these units at equal cost, even if they do damage the planet. It would also give light frigates and hanger defenses additional purpose in the
If there is a back-door to either AI empire, then send a small strike force to harass it. The AI will send his main fleet to intercept, leaving his front border completely undefended. You can now move in, capture some territory, and have it fortified before the AI gets back. With proper scouting and cat-and-mouse play, I've reduced an AI down to his homeworld while his fleet just travelled back and forth between my two smaller fleets. Split fleets work
Win/loss records are often abused and misused, and encourage poor behavior. Frankly, I could care less about whether I had a record or not. Typically competitive communities self-regulate anyways. They don't care whether you have 10, 100, or 1000 wins; they care about who you're winning against.
RA3 [i]got an award!?[/i] You've gotta be kidding, that game was crap. It looked more like a fan-made total conversion attempting to recreate RA2, not a commercial product.
Keep in mind the AI spams light frigates, while players will quickly tech to either long range frigates and/or carrier cruisers. As a result, you won't have a good sense of how to pace your own army development, because the unit balances you need against the AI are completely different than what a game against an intelligent player will demand.
$20 to do that? Heck, I'd do it for $5. It's not hard to make such a simple program. If I wasn't certain there was an official solution on the way, I'd have already done it to convert my own maps and play them.
No, it's not. I've confirmed that if you open them up in notepad and change some of the formatting to match the 1.14 official maps, you can get your old custom maps to work. It's tedious to do by hand, however, so someone's going to have to make a conversion program.
Galaxy Forge is a standalone program, so changes can be made to it without regard to the real game.
Sorry, still disagree with you Karma. Siege frigates need a substantial boost. As I've said before, it should be one of cost, hit points, or damage that is dramatically improved. If they cost less, they can be spammed like suicide weapons, but they'll still be easily dispatched by a couple of light frigates or a few strike craft before they do any real harm. If their damage is increased, they actually become competant clean-up crews for after a big fight, but remain to
https://forums.sinsofasolarempire.com/340536 The new version has some compatability issue with maps made in Galaxy Forge. If you have any custom maps, you'll need to remove them from your galaxy folder. Probably shouldn't be a sticky, this one threw me for a loop as well until I saw that thread.
[quote who="Makasuro" reply="7" id="2068538"]lol, this is pathetic, so the people who claim that carriers are OP are now saying that it's no use that an experienced player can beat a less experienced player that spams carriers... [/quote] Who said I was in the "omg carriers are OP" camp? I just said defeating players of significantly lesser skill levels is meaningless. To reiterate my position, I think a lot of this stems from different in
I love my custom maps. I hope another update fixes this issue soon.
Well, obviously if the enemy is going heavy on LF, you should go heavier on LRF. Aside from that, I'm just not sure how it would pan out and I'm interested in this case. My experience with the AI is that LRF's with capital ship support eat those LF's alive, but the AI is really stupid, so it really doesn't count.
[quote] Can either the "nerf" or the "leave it the way it is" states be modded? If so, why aren't we doing that instead of changing gameplay? [/quote] Although I admire the idealism, there are three problems with that. First which-ever group is the "mod" group is going to have a lot of practical issues coordinating the use of the mod. Secondly, it's harder to standardize the quality and support for a modded version than an official versions. Fin
First of all, it's the Kol, and not the Marza, which is the only dedicated warship design in the TEC fleet. Everything else is, supposedly, converted from civilian use. Now, that doesn't mean they're all direct conversions of ordinary trade and refinery ships. The Marza, for instance, states it's converted from a "small planetoid destruction and recovery workhorse"; which indicates it's the space-age equivalent of an icebreaker. The Dunov is similarly a modified cargo
Setting the issue of carriers themselves completely aside, pitting a highly skilled player against less skilled players proves nothing.
[quote] I wish they'll re-voice the Vulkoras too. [/quote] Seconded; that voice is FAR FAR more annoying than any other voice in the game. I don't know why people complain about the Cobalt, you can randomly pick any Vasari unit (but Vulkoras especially) and it has a more annoying voice. I literally have to play Vasari with headphones because other people in my house yell at me about how annoying the voice responses are. I don't get that for [i]any[/
[quote] end note here practice makes perfect. Practice taking on large AI fleets with a smaller fleet. I personally owned an AI fleet of 50 ships with only 21. if you can do shit like that you will have no problems. [/quote] On that remark, I find the against the AI (which spams virtually nothing but LF) it's often better not to kite carriers at all, but rather just suck up the losses while microing LRF's and caps to take out the LF's as quickly as possible. I fi
If the planet is owned by a player, it will always start with a frigate factory, but you can add more. Right click on the planet you wish to edit, and choose the "edit" option. This will open a window for you. Under "group manager" click the "add" action. This will allow you to use the group editor. You can now click on individual items (such as gauss cannons) to have them spawn into the planet, and also change the conditions on which the
[quote] If anything, I'd nerf it even more! [/quote] Gimme a break, siege frigates are crap now. You could double their health and they'd still be mediocre at best. As it is right now if you have equal cost of units defending a planet as the opponent spent in siege frigates, those siege frigates are dead before they fire one shot against the planet. One hanger defense can beat off 6 or 7 siege frigates before they can kill a 1500 hp planet, they're th
[quote] once their mining and RA developments are maxed at late game, they own [/quote] You've updated to the most recent version, haven't you? RA got a massive nerf in one of the patches, so it's really no better than the other high level civvy techs for the other factions.
I don't think pushing them up the tech tree is necessary. Right now, siege frigates are expensive, have low planet damage, and very low hit points. I think if you buff one of those three things (health and cost being the most preferable) they'd work well as early game units without being too strong. If they remained weak, but were actually cost effective, you could send a wave of them as a suicide attack. They'd be easily killed, but it also wouldn't be a very expensiv