Generally speaking, if you're expecting the game to drag on for hours on end, you should choose small fleet sizes. This helps performance enormously once everyone has massive fleets of doom. Aside from this, you can try setting all the AI's to aggressors. One of the big performance hits with 10 AI's is that they'll set up minefields on all their front-line worlds. This is a double-whammy, crippling their fleet (minefields are stupidly expensive) and pre
Darvin3
You probably have a shortcut that is shortening your route. Here's an example: A = B = C || || || D = E = F Say these are your planets. The longest possible route is A-D-E-F-C, five jumps. However, if you put trade ports on every planet, you will not get this route. You'll get something like A-B-C-F, which is one jump shorter. Because there is a short-cut (A-B-C); because there is a faster way to
Refineries only stack 3 times per extractor, which means that usually you have to build refineries at least 3 jumps away from each other, or you'll hit stacking issues.
More of a galaxyforge request: I'd like a "random uncolonizable non-magnetic" option to be added.
It basically comes down to whether you want to play it [i]right now[/i] or if you're willing to wait for Rebellion. To be honest, I'd wait for Rebellion and get the best bang for your buck, but Sins is a great game and you may get your enjoyment's worth out of Trinity before the release of Rebellion. Your money, your call.
Select the units, zoom out, then right click on the target planet. When they reach the edge of the homeworld's vicinity, they will fire up their phase engines and warp to the next planet.
Personally, I hope Rebellion makes external downloads like these unnecessary. I'd love to be able to host these online without having to redirect people to a web-page first.
[QUOTE]On tech menu there should be easier way to distiguish tech already possesed and those not - like red cross on them or some red border - something like that. Now it's hard to find out it.[/QUOTE] Eh? I think the metallic border completed techs have is pretty obvious as it is. [quote]Manual is bad. This game is really complex and after reading it you don't know many things. For exemple last game I won by diplomatic victory - I can't find any
Corvettes really sound a lot like how scouts were used in 1.18. Certainly a 2 command unit would satisfy the "smaller than (most) frigates, bigger than strike craft" status.
Deliverance might use a small buff, but its biggest problem is its ridiculously long list of prerequisites. Advent is a faction that gets very little out of the Harmony Tree, so the Deliverance Engine's requirement for you to slog through three level of culture techs and reach the 8-lab level of harmony to access it is the big problem. Once you get there, the boost it gives a late-game fleet is [i]well[/i] worth the expenditure. Kostura remains a powerful superweapon,
[quote]Meh, Overseers kind of bite the big one though. They're the least efficient in terms of cost, supply, and deployment time.[/quote] When it comes to protecting capital ships and starbases from focus fire, though, they're without peer. Definitely well-worth your time in any situation where you expect to have your capital ship focus fired... which is pretty much always. [quote]For the last guy to post, it's more like spam Arcovas with Timed Charges
[quote]what would be the use of such starbase upgrades such as "Auxiliary Government"?[/quote] People don't use siege [i]frigates[/i] to bombard in combat scenarios. Using capital ships to bombard in combat is actually quite common. Often times you'll get situations with starbases where the enemy fleet is huddled around the base for safety. Using siege frigates to bombard the planet in these circumstances can work (it'll at very least draw them out of t
[quote]Yes its if only 2-3 of these caps it aint a problem, but this last battle I fought there were no less than 7 of them opposing me[/quote] If he has 7 capital ships locked up in Revelations, you should have no problem steamrolling him with frigate power if your own fleet is competitively sized. That's [i]a lot[/i] of resources held up in what is essentially a non-combat unit. It sounds to me like he significantly outnumbers you and you were counting on an unimpede
[quote]Smart aint got to do with it. If the ability lasts longer than its cooldown that means it can be spammed until you run out of antimatter[/quote] Revelations are [i]fragile[/i] capital ships. You should easily be able to kill them or force them to retreat to prevent them from using the ability again when the duration expires.
[quote]Not entirely relevent to the question, but I waver back and forth about the usefullness of this research[/quote] I use it when I'm switching to destras later on and need to quickly max out the (relatively long) plasma attack line. Techs above the T6 level can take [i]a long[/i] time to research, so if you want to grab several in quick succession this isn't a bad idea. Definitely a niche selection, but when you need to use it, it's relatively inexpensive and access
[quote] Resource Focus : I just want it to work well... Look at Darvin3's post here .[/quote] I think this post is the one you're referring to, ZombieRus
Magnetic Clouds definitely go on the annoying list, but the other uncolonizables are fine as is and add a lot of flavour to the game. The random map generator cutting off your early-game expansion options with these guys is another matter entirely.
Siege Frigates should be sent in for clean-up duty [i]after[/i] the battle is over. If you want to bombard during a raging battle, always go with capital ships. The Vulkoras and Marza fulfill this role very well.
Map/mod transfer Team positions Extractor/Militia Control for GalaxyForge maps Add your own wish-list!
If it has, it's a bug. Can anyone confirm?
I believe they also need to have this technology researched in order for you to make demands (since they can't give you resources in the first place without this tech).
[quote]but you seem to be recommending not to do it as vasari are too slow, and instead try to steamroll with ships[/quote] This depends on your situation. Sometimes it's better to steamroll with ships, other times it's better to build up the economy, and sometimes you want to do a little of each. Generally speaking, in teams this is a little easier since you usually have someone playing dedicated economy and people on the front lines playing dedicated military. Wh
The "researcher" ones are pretty grind-tastic, too. Beat the enemy down to a single world without using the forbidden tech tree, then sit back until every single technology in the required tree has been researched.
Hah, that has nothing on my worst ever: 1 jump: asteroid 2 jump: my ally's homeworld 3 jump: a volcanic and ice (can't remember extractor count) 4 jump: two neutrals (mostly empty), a volcanic, and a desert So [i]both[/i] my ally and I got map-screwed by the same map-screw. I went and relocated further away, naturally.
[quote] Loosen up! : Suppress enemy fighters using only your own fighters. Stay on target : Destroy a large target with strikecraft while the enemy holds strikecraft superiority.[/quote] Keep in mind that an achievement cannot be subjective or ambiguous. You'll need to define what you mean by "suppress", and "strikecraft supremacy". Of course I know, in abstract terms, what you mean, but a computer needs a concrete definition if