Darvin3

Darvin3

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

Typically you want to get as many levels of civilian infrastructure as necessary to get yourself out of planet underdevelopment. From there, you purchase the next level only when your current population levels reach the maximum. So, if a planet has 98/100 population, that's a good time to upgrade. Unless you need the money to build units right away, it's usually a great investment.

7 Replies 8,982 Views

You don't want to go massing disciples, but they're great for hunting down support cruisers. I personally find them largely pointless against capital ships and LRF's, and so I don't make them until I either have steal anti-matter researched or I need them to attack some support cruisers (usually that's about the same time). Strike craft are your big damage dealers in the most recent version, so carrier cruisers are a big priority early on. Long Range Frigate

2 Replies 3,974 Views

Put your fighters in a control group (or groups) and actually tell them what to attack. Same goes for bombers. Fighters are better against frigates (except flak frigates) than bombers, while bombers are better against structures, cruisers, capital ships, and flak frigates than fighters. Keep in mind which type of strike craft is better against which type of target, and order them accordingly.

17 Replies 7,592 Views

[quote] They gang up on the strongest opponent. With unlocked teams the AIs are capable of making treaties just like you, they just get away with not doing missions for it. [/quote] I've seen the AI's form alliances as large as 4 factions by the 30 minute mark, and all come down and attack the player. Since you'll be unlikely to get a peace treaty by this point, there's nothing a player can do about that. Often times the AI will attack you regardless of whe

8 Replies 23,186 Views

I don't think the CPU utilization issue is necessarily a huge one, since some of the AI's most blatantly horrible decisions are simple ones like not retreating a capital ship, or bringing a capital ship with 500 hp back into the battle. The problem isn't that the CPU needs to analyze the situation more to make the right decision, it's just clearly making horrible decisions. Don't get me started on the AI that ignores 100 strike craft squads ripping its fleet apart while just passi

10 Replies 18,637 Views

Well, it probably [i]should[/i] be changed in some manner, but that doesn't mean it will be changed. If it's been around this long, then I highly doubt it will get removed.

17 Replies 7,592 Views

Radiance won't stop an enemy cap from running away or attacking, though. They're two separate abilities. They may have some overlap in purpose, but you cannot compare them directly.

14 Replies 5,649 Views

They never have resource asteroids, and they don't have logistics slots, either. Unless you're TEC (development mandate, as already stated) they have [i]zero[/i] economic value. They're only useful as military installations and buffers against enemy invasions.

33 Replies 78,097 Views

Worm hole passage allows you to use worm holes, and does not actually enable interstellar travel unless there is a worm hole that leads to another star system. You need the "long range jump" tech to jump from one star to another.

6 Replies 3,619 Views

Starbases are a new addition in the upcoming expansion pack, which some people are testing. That information does not apply to you, so don't worry about uncolonizable systems. They won't become "holes" in your trade route. Remember to upgrade your planet infrastructure, otherwise you'll pay underdevelopment tax and your planetary populations won't grow very large. Don't upgrade infrastructure too fast, however, as your planet's population can only grow

9 Replies 22,373 Views

[quote] Also the Sova's Embargo ability is trash and very difficult to use. [/quote] You're kidding, right? I certainly wouldn't bring out the Sova early ([i]maybe[/i] second or third cap if I felt very secure, but typically that's not the case for TEC early game), but embargo is an absolutely awesome must-have ability late game. Identify a trade-port spammed planet and show up with a Sova-supported attack force and start raking in [i]their[/i] cash.

59 Replies 154,765 Views

Nothing wrong with radiance if you want sheer firepower; as far as the Advent faction goes, it delivers that much better than any, and can disable capital ships just like the revelation. The revelation is more subtle; you don't destroy enemy units with it, but instead disable those units so that they can't help in the ensuing battle. There is one thing you can do with the revelation that you can't do with radiance, and that's prevent enemies from running away. If they do, yo

14 Replies 5,649 Views

No, I haven't gotten around to uploading my maps. I'm under the impression that most singleplayer gamers aren't aware of the map database's existance, and because there's no in-game distribution system multiplayer gamers can't really use it that much anyways. However, since you've expressed interest, I've uploaded it. Now let's wait up to five days for it to actually appear...

7 Replies 9,619 Views

Well, I had some asteroids in between so it was several phase jumps, but it took you about 30 minutes to make the trip from Earth out to Neptune. This is the article I used to get the distances right: http://en.wikipedia.org/wiki/List_of_Solar_System_objects_in_hydrostatic_equilibrium You'll notice that neptune is like 80 times further away from the sun than mercury. Accounting for the fact that I didn't put the planets in a st

7 Replies 9,619 Views

It's a good mystery, but the big problem (story-wise) is that if this unknown alien faction could annihilate like 90% of the Vasari armada with ease and send them running into the depths of space, I don't exactly hold up much hope for humanity being able to do jack shit against them, either.

11 Replies 12,098 Views

I think this guy is using the map editor in the game, not the Galaxy Forge editor. The in-game map editor sets up parameters for random map generation. It adds extra stuff in addition to the parameters you specify to ensure that every player begins with a terran home planet and sufficient area for expansion, so you really can't create the Sol system with it. Download Galaxy Forge (https://www.sinsofasolarempire.com/downloads.aspx) if you want more control over the system you

7 Replies 9,619 Views

As I said, one hanger bay will deal with insurgency quite easily. Since it's not necessarily a bad idea to put a hanger bay in each of your planets late game (especially against TEC with timed explosives. A couple scouts with timed explosives running around behind enemy lines are [i]a lot[/i] more annoying and dangerous than insurgency), you can't exactly just say you've incurred a direct cost on your enemy. It doesn't help insurgency's case that it gives enemy caps free experienc

7 Replies 9,526 Views

It would be a [i]nice[/i] change, and not necessarily a hard one to implement if it's just a scalar modifier of some constants to the same effect as income/build speed modifiers we have now.

38 Replies 63,332 Views

I think the problem is less how strong the caps are at level 1, but the presence of your first cap at the start of the game. This is perhaps the only time when there aren't enough frigates running around to beat down a strong capital ship, and a cap on its own can just walk into a enemy gravity well and so long as the entire enemy fleet isn't there can pretty much clean up anything, then run back to a repair platform if he has trouble. Right now this is probably a sub-optimal use

59 Replies 154,765 Views

[quote] This was the case in prior versions, but once carriers took on a higher profile due to the rebalance, LF became important as they counter carriers due to taking less damage from fighters and doing more to the carriers themselves then LRMs... The anti-matter ability is even more important now as it helps to stop carriers from rebuilding strickcraft (which requires AM). [/quote] I do admit I was wrong when I said LF's are late-game only, but certainly they're not

13 Replies 17,705 Views

Typically as TEC you want to balance your upgrades between armour and hull points, simply because getting two points into each is less expensive than putting four points into one. While hull point upgrades are the better of the two, you do need to put some points into armour if you want to access the upgrades to your fighter and heavy cruiser damage. I haven't seen a long-term strategy that forgoes both those types of units, so you're going to have to get around to that sooner or

13 Replies 17,705 Views

The point is that Sova gets to keep its anti-matter for embargo (the only reason to have a sova in the first place) and Halcyon gets to keep anti-matter for TK push. Because the Skirantra wants to keep its anti-matter for regeneration cloud, this makes it highly questionable as to whether you'd even want to scramble the bombers. While scramble bombers is superior to those passive abilities on a low level carrier, a high-level one has so many squads of its own that the Halcyo

81 Replies 81,163 Views