Finally, chapter 10 has arrived. I hope you all enjoy the chapter as we delve into what affects the Coalition on the political scene in addition to how veterans are affected in their day to day lives.
WOEaintME
Just broke the 100 page barrier and I'm on track for a Thursday or Friday release of Chapter 10. I sincerely apologize for the delay.
Rebellion includes: Original Entrenchment Diplomacy It's own stuff It also has two DLCs (Forbidden Worlds and Stellar Phenomena) which are only available for Rebellion.
Rebellion has everything in Trinity and more, plus it's where the vast majority of the community is (meaning there are alot of cool mods being developed for it or already released). I would therefore say get Rebellion, it has everything that Sins has to offer in one game. [quote]I'm curently downloading Rebelion from piratebay[/quote] This is not information we need or want.
[quote who="Delnar_Ersike" reply="3" id="3443920"]One possible work-around is to make gravity wells essentially touch each other, but reduce interstellar travel time via modding.[/quote] I feel like you mean make the gravity wells touch but make a mod to increase the time required to travel. This would allow gameplay to occur the same as it currently does because jumps between gravity wells would take longer but the distance would be reduced, thus helping the AI. In mathematic
I have to agree with Wintercross, seeings how I can beat a Hard AI with nothing but Antorak Marauders and a few colony ships/scouts I can only conclude one of two things Antorak Marauders are ridiculously overpowered The AI simply isn't that great Anyone wishing to start a thread on how the Marauder is overpowered feel free but I doubt you'll get much support.
[quote who="Ryat" reply="62" id="3442749"]Wow, you guys have way too much time on your hands.[/quote] POINT IS INVALID - NO REPLAY PROVIDED [e digicons];P[/e]
[quote who="Sinkillr" reply="60" id="3442716"]So just because my solutions do(es)n't work, I'm wrong in saying there(')s a problem?[/quote] Yes. If you said gravity was a problem but suggested we increase the mass of the Earth your initial point would be rendered invalid by your suggestion. Or your suggestion would be rendered invalid by your initial point. Either way one of your statements would be invalid which calls the validity of all of your statements into question,
[quote who="Sinkillr" reply="58" id="3442712"]I did not use the term "hands down."[/quote] I never said who used that term so your assumption that I was quoting you is unfounded. [quote who="Sinkillr" reply="58" id="3442712"]And how ironic is it that your own replays don't work, all they do is just display a bunch of text. Lmao.[/quote] My replays were made in 1.82.whateverthefuckgoesnext.beta - if you're not in that version you're s.o.l. (an
[quote who="Uncrustable" reply="56" id="3442651"] Why dont you test 38 colbalts vs 29 gardas. That is roughly the amount of each you should have by the 11 minute mark.[/quote] Based on my tests 38 Cobalts would devastate 29 Gardas
Until someone else offers replays I will simply respond with: POINT IS INVALID - NO REPLAY PROVIDED
Setup - 40 Cobalts (LF) vs 50 Gardas (Flak) Procedure - No Micro: Simply let the two sides line up and fight in a default Sins of a Solar Empire slugfest Micro 8x: Move the Flak around the LF in an attempt to keep them constantly turning while allowing the Flak to engage with their multiple batteries. This was done at 8x speed because the OP said it was minimal micro so I figured full micro at 8x was equivalent to minimal micro at regular speed <p
It's not the destination it's the trip. QED The result is only meaningful based on the process. I can make a setup so 50 Gardas destroy 1000 Cobalts without a single loss but that doesn't mean a thing. It's easy to set things up so that you reach the desired outcome. Anyways, I want to know if you did what I suspect you did and that is sacrifice the one ship the AI was focusing on while the others destroyed the Light Frigates without taking any damage. Exploiting the A
[quote who="Sinkillr" reply="45" id="3442615"] Quoting Uncrustable, reply 41 if 2 equally skilled players spawn next to each other, are both tec. one spams flak asap and one spams LF asap....LF guy should rape face... Replay/screenshots or it didnt happen.[/quote] Says the man who has posted no replay. In my opinion screenshots are useless. Also, Construction time is always relevant unless you plan on having a desert world with nothing but friga
[quote who="Uncrustable" reply="41" id="3442563"] no go 29 flak vs 38 LF flak raped, it gets worse as the game goes on. It takes roughly 16 minutes for flak to max out the 1st fleet supply upgrade (48 flak) [/quote] Not sure if flak raped means: "flak raped" the LF and thus won flak was "raped" by the LF and thus lost I have a feeling it's the former but I honestly don't know. Kids these da
[quote who="Uncrustable" reply="7" id="3442568"] I wonder what eliminating trade ships from the game would do to helping lag issues?[/quote] From what I've read it seems that strikecraft are the biggest issue lategame.
11. Nerf Flak But seriously, see below My only true concern is 8. The AI are alot better with the dual factory start but for human players it is unnecessary. Minor concerns: 1 - I like being able to move amounts less than 500. Perhaps a 100 and 500. 3 - I'd rather be able to easily adjust the number of ships per stack (currently changing the stack size is as difficult as enabling autorecord which is a listed change)
[quote who="Seleuceia" reply="24" id="3441736"] if the OP can show 33 gardas beating 40 cobalts I might maybe be slightly impressed...maybe... [/quote] If flak were overpowered they would be able to win when outnumbered supply wise, cost wise, construction time wise and more. EDIT: Did you achieve victory by sacrificing the frigate the Cobalts focus fired on, constantly moving it in circles, while your other flak frigates just fired away without taking any fire
Just want to inform you all that I'm still alive and kicking. This chapter is taking longer than usual for a number of reasons. Look for an update before the end of the month.
1. I personally find I run out of crystal before anything else so this is, in my opinion, not a solution at all. 2. This would just make it harder to hit flak and allow them to fire their front banks before speeding by their targets and blasting with the rear before spinning around and doing the same. Flak fires on all sides so increasing their speed allows them to get in position quicker and do more damage. 3. If you increase range then flak can shoot enemies before they can
Best of luck. I look forward to watching your progress. (subscribed)
I'm not 100% sure but does the other person need to have the map also? I've never tried so I don't know, just a thought.
If you're playing against AI then 1 huge offensive fleet and dual upgraded starbases strategically placed (i.e. with supporting repair bays) will give you a good chance to win on most maps. On larger maps you may need to go with multiple fleets and if the AI pushes hard you may want an Akkan (with the range upgrade) and a handful of Javelis LRMs to assist in your defensive operations or a fleet of carriers and corvettes that can move about your planets quickly and aid worlds under attack.
[quote who="GoaFan77" reply="187" id="3440478"] Perfection is never obtainable with anything you create. [/quote] If anyone other than Goa said this I would think it was a slap in the face to the individual and not a matter of fact statement about perfection being impossible for anyone to achieve.
If you were Vasari I'd say park a Marauder by your starbase, get it to lvl 6 then sneak attack their homeworld via phase gate. 3 chokepoints seem like alot to me. 1 or two is ideal, especially if they're within one jump). It is possible to win a mid length (6 hour) game against 2 hard ai. I would retreat to a more fortifiable position, regroup and then push. And when you push you don't stop until you get to the enemy homeworld.