I've only tried 6 or 7 maps so far, all small. So far no need for a 2nd cap; been living on LRFs mostly. 3 siege frigates plus a cap finishes off enemy planets faster than 2 caps and costs way less. Just built my first Cielos. Am I weird or I am right to turn off embolden to save AM for targeting? Also, targeted ship/ structure shows "40% damage reduction" in red. Does this mean +40% damage or does it mean that whatever would normally reduce damage (
ck07
[quote who="Altaux" reply="22" id="2429557"].... Edit: plus if there is such a planet(you seem unsure) that only further proves our point this map is best accomplished by quickly finshing off your enemy and ignoring the outer loop [/quote] The three loop planets vary from game to game. The Q asked was what if you don't want to ignore 1/2 the map.
I had not thought of that.
Desert planets, if there is one, can have nearly 20 defenders including Kodiaks. No can do with just a mothership and a few basic frigates. I don't have to hit that one first but even so .... The discounted planet upgrades don't seem worth much. The 30-second wait costs almost as much as the 1st dicount saves, plsus not likely to collect on more than 2-3 per planet unless I buy upgrades I don't want yet. Other abilities seem better than getting level
Too bad; forces building of siege frigates.
Is this limited to caps and siege frigates?
Exactly. It is not much of a choice. I find that if I raid their home planet with a Sova early I gain time with which to take the loop, but in that case I could just as easily wipe them out w/out bothering. I think I'll try going straight to the loop, ignoring the asteroids; build very heavy defenses on my home. If I can keep track of their fleet I'll have interior lines. But there is a cap ship problem--the natural choice for 3 big planets is a Progenitor, but
[quote who="Darvin3" reply="4" id="2427251"] Suppose I quickly get HAA of the HAAAH series. That's about 8 resources for me, 6 for them. Both very short of build slots. You should have enough logistics slots to get by. You'll have 6 logistics slots in the case you describe. That's enough for your capital shipyard, two frigate factories, and three military labs. Regardless of your faction, that's enough. Don't waste time with civic tec
Thanks, although disappointing. Means they've designed a map > half of which a human player is best off ignoring. CK
Suppose I quickly get HAA of the HAAAH series. That's about 8 resources for me, 6 for them. Both very short of build slots. ?-Then send a small force to the loop, pick up some extractors but don't build anything else because too easy to take down? ?-Or how about this: Choose the Vasari CV plus extra squadrons, have it spend most of its time it in the star's GW, do go for the side loop. In my (limited) experience it is really hard to inte
Been playing the scenarios in order. This is the first where I can't see what to do. For those who forget, this is the one where the home planets are connected H-A-A-A-H. Both homes are connected to the star, which has separate connections to: -Ice/Desert -AB, in turn connected to a loop of three Ice/Desert -The pirates. Can't surrender the loop, but if I go for it I'll have to move my capital. Since the AB is uncoloni
Thanks; that helps. What I meant about the CV was that I was determined to try it even though most on these forums think them weak.
Trying to learn to play Vasari (1.181, vs. AI). Want to see if I can make the carrier work (don't ask why--because it's there). Q: It appears that TEC carriers get 6 per squadron, Advent 7 (or maybe that's 4 + 3 for the 1st level ability--although the text says this bonus is fighters only and I'm seeing 7 bombers), Vasari 3 bombers or 4 fighters. Are these numbers right? If it is, are the Vasari strikecraft better? If the squadron numbers are right and ev
v1.181. Under the impression that this is supposed to alow you to jump direct to a system 2 jumps away. But as far as I can see it does not change movement in any way at all. ?
Bought Sins on DVD, install successful, launched fine. Then bought 1.18 upgrade from Impulse. Install successful. Now the Sins launch icon in the Start Menu (XP SP3) no longer works--just hangs. I can launch the game using the .exe stored in the /program files/stardock/sins directory. How can I fix this? Q #2: I now have two .exes, one called "SoaSE" and one called "SoaSE dev," which is somewhat larger. Both have the date and time of the 1.18 upgrade. What is that about? Thanks in advance.</p