[quote]worked my way up to hard random ai, and couldnt win. id throw huge fleets at the AI only to be beaten back by his fleet and a starbase, every time.[/quote] Vasari starbase, I presume? Those can be a little bit challenging since you really don't have an easy way to avoid them. Against the other starbases, just don't bother getting in weapons range. Set your units to "hold ground" behavior and then bombard the starbases from a distance. Given enough
Darvin3
Basically second-hand copies of Sins are an extended demo; if the original owner registered it to their account, you cannot do so. You can't get patches or go online, and the game has received [i]a lot[/i] of polish since its original release.
There's no encyclopedia of Sins that tells us exactly how each tech works, and ultimately all this stuff is [i]made up[/i] by the developers. There is no real-life Kostura cannon, and hence no physical principles on which it works. In-game, the Vasari Kostura has no effect on the planet's surface, and that's really all that can be said about it.
[quote]The only thing Advent really have going for them late game against a Vasari player is TK push[/quote] Advent need to abandon their shield tactics with Vasari, but this does not leave them with a one-trick pony. The Rapture will probably be your favourite capital ship in this matchup (I never leave home without one in the late-game, and against Vasari it's often my second or third cap). Vertigo, at level 3, will cut the damage output of affected units by more than
[quote]Of course, I'm hoping for even more improvements (built-in voice comm, player skill matching, auto-download options for custom maps and mods, better chat room features, etc.).[/quote] Not a fan of voice-comm, and the community needs to reach a certain critical mass for skill matching to work, but those other two would be [i]very[/i] nice indeed. If Ironclad could come out with a Sins 2 that had the level of polish that we see in the final version of Sins, it could take
[quote]And here I thought you had to be the rootenist-tootenist fastest space cowboy out there[/quote] To use internet connection as an analogy, bandwidth is [i]far[/i] more important than delay. It's more important to ensure you get everything done effectively rather than getting individual tasks done quickly.
[quote] Just last night Efejao used Novalith Cannons to great effect and essentially won the game for his team as a late-game TEC in a 5v5.[/quote] Everyone agrees that TEC is fine in the pocket; it's in front-line or stand-alone scenarios that they're lacking. You can still pull it off early-mid game, but once it hits late and the other factions reach maturity, TEC is grossly outclassed. I want to make this clear: TEC is a [i]powerful[/i] faction in the early-game
Pretty much yeah; you don't need to be overly quick in this game, and precision counts for a lot more.
Caps lock also works for zooming in and out, though you cannot zoom to cursor. [quote]Also I've been trying to designate numbered groups to my ships but they aren't holding, can anyone give me the order in which Ido this.[/quote] 1) Select the units you wish to number group. 2) While holding "control", press the number key you wish to assign to this group. 3) Any time you press this number key, the same group of units will be selected
First of all, the presumption for TEC late game is that you [i]must[/i] outnumber the enemy. If we're talking equal fleet sizes, you [i]might[/i] have some leeway with armistice or hit-and-run, but you really don't have any business in a straight fight. [quote]You can beat gaurds with a few tp and nothing but javs pretty easily.[/quote] Massed Javelis will avoid the worst of repulsion, but against these units Advent can safely lean on a shield projection/restore combo an
[quote]Insurgency in it's current form is just about worthless, which is why I said buff it, if the frequency of the attacks and the strength of the rebels was increased... say by spawning a low level random TEC capital ship, it would be a very nasty ability.[/quote] I don't think capital ships would be of much help. Furthermore, the devs have been pretty adament that pirates will not be getting capital ships since it doesn't fit the Sins canon. This reasoning would likely
Caps look to zoom in and out (doesn't zoom to cursor, unfortunately), and otherwise control groups. I'd [i]love it[/i] if the game had a hotkey to swap targeting behavior (gravity well, local area, hold ground), but alas you need to access this critical function from an obscure sub-menu...
[quote]There already exists the Insurgency technology. Buff it.[/quote] There are two critical problems with insurgency. The first, and most obvious, is that it can give the enemy free experience for their capital ships. This can potentially make insurgency a [i]liability[/i] by providing the enemy free target practice. The second issue is that the counter to Novaliths (a starbase with auxiliary government or equivalent on every planet) will also counter insurgency
[quote]Halcion has up to 11 SC, Skinatra has 8SC[/quote] The level 10 comparison is mostly irrelevant; these values are rarely reached, and by this point capital ships only make up a small fraction of your fleet's firepower anyways. What's more valid is the level 1 comparison, which differs by only a single squad. For all intents and purposes, this does put other capital ships on similar footing with carriers near the start of the game, and they remain competitive until the c
The only ability in the game that has an effect like this is the Rapture's "domination" ability, and this affects [i]one[/i] target, not your whole fleet.
[quote]Ultimately, the problem with TEC isn't their economy, it's their military...if TEC military was only slightly inferior to Advent and Vasari, then the TEC economy could carry them during the late game...[/quote] Indeed; if we're talking about a TEC player feeding his allies, this is a very competitive late-game faction. If we're talking about a stand-alone TEC player who has to make due with his own faction's assets, that economy is meaningless by this point since the
I'd recommend looking at Seleuceia's "project equilibrium", which already made a lot of headway on what you're trying to do: https://forums.sinsofasolarempire.com/389291 https://forums.sinsofasolarempire.com/386879 I generally don't agree with your changes to damage types and capital sh
[quote]Lately, I have been surpassing TEC with the Vasari in regards to economy.[/quote] Before he gets pervasive economy online I'd believe it. Once he has pervasive economy online, he's earning money every time you (or your allies) spend money. Every effort you make to improve your economy also improves his. It's a losing battle; you can't overtake the TEC economy at this point unless you've completely left him in your dust (in which case, kostura spam him and end
Do you have a screenshot or replay? That seems very weird. There's no ability in this game that will cause your units to attack each other en-mass.
[quote]only place they lack is in the EARLY economy since they can actually bypass and surpass Terran/TEC economies with Colony Pods + Merchant docks on SBs[/quote] This is completely wrong. The TEC late-game economy is far superior to either of the other factions due to their Pervasive Economy and Development Mandate techs. The Vasari starbase is also no economic mogul; colony pods are [i]horrible[/i] and never worth investing in, and their trade port upgrade is no better
For logistic structures, it pretty much doesn't matter. If you have a starbase, repair platform, or hanger with shield bestowal, put them nearby so they can benefit from the effect. Otherwise, there's not really much you can do with these. For tactical structures, you want to build in tight clusters, preferably close to the planet. You could also try positioning a starbase near the edge of the gravity well (the AI likes doing this) but this usually leaves your repair
From a mechanical perspective this likely wouldn't work. In most situations, you need to be [i]very[/i] lean on tech in this game. Until you have a mature fleet and economy, it just doesn't make sense to go for the expensive high-level techs, so the vast majority of your technology is going to be level 1 or 2, which probably would never be worth stealing in the first place. If anything, we need more content to [i]encourage[/i] people to invest in higher-level tech, s
[quote]Don't Advent hangers cost 6 Tactical slots and not 4, though? They're still getting 1 squadron per 2 tactical slots.[/quote] Indeed; the Advent hanger is actually [i]inferior[/i] because of this since you need a tactical upgrade to place them, which is simply exorbitant if you just want a single hanger and nothing else. Once you have their tactical slot bonus researched this problem is solved, but that's a 4-civic tech so it's outside of your comfort-zone as Advent.
[quote]The upgraded turrets and hangar defenses sound great. I will definitely try these. This sounds to good to be true. I will be probably asking for a counter to these next week! [/quote] The turret has range issues, but the AI isn't smart enough to keep its distance against these kinds of static threats. Really this is more a case of the AI walking into a death-trap than the turret being very strong. In multiplayer, using turrets is [i]very[/i] diffic
[quote]How do you determine which gravity wells are key?[/quote] I think front-line is the best you could do on this matter. It would depend quite heavily on the placement of assets and what moves you anticipate from your opponent.