TEC is a faction that's all about getting the upper hand early with a superior economy and fleet, then pummeling its opponent into warm goo by sheer overwhelming power. Definitely a great faction for those who like pressure games. Early-on, TEC should lean on its economic bonuses to get some rapid expansion going. An Akkan can colonize most planets with reasonable militia count single-handedly, though you may want half a dozen scouts escorting it to quickly clean up Kr
Darvin3
If you're running Vista/7, then it's now just called "local" You also need to reveal hidden folders in order to find "app data". That's all in the link that Ryat provided in the previous post.
Some of the patch changes are exclusive to Entrenchment and Diplomacy. You'd have to check the patch logs for an item-by-item listing of differences.
As mentioned, the size of fleets really determines performance more than anything. I find a good system can usually handle about 8k command before it starts to become unplayable. Unfortunately, with ten players that means only about 800 command in units each. That is [i]easily[/i] doable if the game goes on for longer than an hour. More to the point is how defensible you make the map. If the players are placed far apart so they can't be rushed and have exce
When you put units into a fleet together, it means you want them to stay close together at all times. If you want some of the units to go and fight a starbase, the others will move with them and stay nearby. As others have mentioned, the problem is simply that you shouldn't be keeping your carriers in fleets with other units. Strike craft move and fight independently of the carrier, so hold ground stance on the carrier will not impact the strike craft (though you can s
I think it's been officially shot down by a developer (though I don't remember where the post is). I'd love to see moons, too, but it'll have to wait for Sins 2.
[quote]The archaic ideals of a society/economy that works on services or products that are "owned" by the consumer is out-dated and old-fashioned.[/quote] You know, that's about on the same lines as saying "The archaic ideals of a society/economy that works on intellectual property that are "owned" by the producer is out-dated and old-fashioned". For some reason, it's wrong and immoral to suggest that the privileges granted to producers in the tenets of copyrigh
Unfortunately, that idea has been shot down by a developer comment: [quote]Vanilla factions will still exist - the choice comes once someone decides to research in one of the new rebel/loyalist tech trees. The strategies will differ depending on which way a player goes, but at their core they'll still be TEC/Advent/Vasari racially speaking.[/quote] So you don't select whether you're loyalist or rebel at the start of the game. The decision is made part-w
That's a good question for the devs, and one that is beyond the fan-base to speculate or answer.
[quote]In early games you rely on your free cap and light frigates to capture planetes and defend your empire as you can't research LR Frigates or Heavy Cruisers (HC) yet.[/quote] Actually, most of the veterans do not use light frigates to clear planets. We use scouts, among other reasons because their low supply cost allows us to remain at 0% upkeep for longer and to build up cash with which to spam higher-tech unit-types when the time comes. Combined with good "fast
Often times I see the Advent with ridiculous numbers of "minelayer" Aerias and no means to speak of. It's very much an AI behavior bug.
Look at a typical corporate office setting and ask yourself if it looks like these people have free will. As I already stated, there's no indication that the Unity is hard mind control any more than conventional peer pressure and group-think are forms of mind control. Humans are just naturally inclined to buckle to societal pressures, and this is the mother of all pressures. There is no indication anywhere in the lore that the Unity prevents individuals from consciously
There is an upper limit for all factions, but it's pretty high. As a human player, I've never actually hit this cap as any faction since mine-spamming like the AI does is an extremely bad approach to using mines.
There has never been any indication that the Unity is a form of hard mind control. I've always viewed it more like peer pressure on steroids. It's not like humans on a grand scale are all that hard to manipulate and control in the first place.
The problem is more the way the AI uses mines, which is laughable. When players use mines, they use them as thickets and hide their units behind them. You can't get into range of enemy carriers or LRF when they can just hide in the middle of a minefield. The AI will not do this, so its mines just sit around looking stupid and eating up your time after you're done cleaning up everything else.
[quote]Advent carriers are on the same tier as their flaks, and as they're the direct counter to enemy LRFs, I'd say it's worth teching them if you're facing aggression from a LRF-heavy fleet.[/quote] Cost for cost, carriers are just too fragile. You have to carefully kite them even to beat LRF (the unit they're supposedly "countering") and there's largely nothing you can do this early if the enemy sends half a dozen LF to hunt it down. I'
Each faction [i]already[/i] has a capital ship with a dedicated anti-strike craft ability, so this would be redundant.
[quote]I'd much rather order my fighters to take out LRFs than any other targets, especially at lower tech levels.[/quote] If we're talking about 10 or so LRF, then I'd agree with you, but I wouldn't commit my LRF to a fight where they'd be picked off so effortlessly. A real rush will hit with a larger force, more in the range of 30-40 LRM or 25-35 assailants. Your fighters simply won't be able to pick them off fast enough to make a difference. 
Unless you're playing against the cheating AI's, you can just throw one scout into their midst. Keep throwing scouts at the minefield until it's gone. You'll pay less in scouts than they paid in homing mines in most cases, since each scout will attract multiple mines. All minefields need to be carefully defended or your investment can be cleaned up without must trouble.
[QUOTE]Use the BRICK (Kol Battleship TEC) for that one.[/QUOTE] No, Seleuceia was talking about going [i]over[/i], not [i]through[/i]. Indeed, using capital ships to plough through mines is very viable. You want to move just close enough to detonate one mine. This will cause your shield mitigation to max out. Now go romping through the rest of the mines with your 70% or so damage reduction from mitigation. Use something like the Kol that has defensive a
Advent mines are the only tough ones. All the others can be easily swept by moving scouts forward and blasting them with either flaks or fighters (even the scouts themselves will do the job given enough time). The Advent variety requires you to carefully inch forward with hold-ground stance on fighters and scouts. Manually move the scouts just close enough to reveal the mines without getting in homing range. Then move some fighters on hold ground stance right into the
[quote]The Aeria Drone Host has been 20 supply since I have been paying attention to such things, must be an old version.[/quote] [I]Very[/i] old. This is before I started playing.
[quote]Yes, there's lots of structures and techs that cost more metal than crystal, but I've found crystal to be much more precious.[/quote] The list of things that have primarily a crystal cost is actually quite slim. The only significant ones are technologies at the 3rd lab level or higher, trade ports, and support cruisers. That's it. If you're doing a primarily military opener, you may not even go above the 2-lab level, your primary economic cos
There have been no real developer comments on what the Corvettes are going to do. All we know is that they're a small class ship.
[quote]Give Advent the support/defense ship[/quote] They already have [i]multiple[/i] support and defensive capital ships. No point giving them something that already exists. The new capital ships should bring something completely new to each faction.