The mines phase in and out (right now). They do it fast enough that distant ships/squadrons don't have time to "lock on" and attack before they disappear again. I've found that teh best way to handle them, if you're vasri, is to get a group of sccout together, along with an orkulus. The starbase can fire fast enough with enough firepower to clear mines out. And it's tough enough to just get moved into the middle of a minefield to start clearing them. Oh, and you
pek1999
It's mostly having an enemy ship in the system while you're building an Orkulus. I'll see if I can force the situation by building just before an invasion, pirates are the most predictable. But it has happened to me, too. pek
I know, it's a little late in the cycle, but I just noticed this. If an enemy ship jumps into a system where you have an orkulus building, it will start off after the ship. pek
I may just have not noticed it before, but when my vasari fleet jumps into a planets grav well, the frigates make a little jump to the outer edge of the planet system. They hit the the edge of the grav well (yellow ring) then make a micro jump directly out to the very edge of the planet system. Then they have to make a u-turn to rejoin the fleet. The caps don't do this, just the smaller ships. They do it consistantly from planet system to planet system. <
I just noticed something that got sneaked in this build. The pirates will now attack all around your periphery, even if they have to go through other races planets to do so. I've seen them go through 4 other planets to get to one of my backwater planets that would have been ignored before. Normally, I would just defend the planets that are closest to the pirates base and not have to worry about other planets well back. Not now. The devs didn't mention this in the
It's probably to counter perceived mine threats. THe Ai spams mines, so they assume that you spam mines. ergo, they include counter-measures in their fllet mix, now. pek
When I make up a mixed force to assault something, I include some Orgrov's. But they aren't highlighted as part of the fleet and don't show up in the empire column. I don't think that Orgrov's should be considered "support" in that they should be highlighted when you choose a fleet. Minor nit. pek
Right now, there needs to have the scouts "somehow" immune to the mines attack. I just had some homing mines chasing a small task force of scouts around a system while I tried to figure out how to have the other 3 fleets of caps/squadrons/frigates/cruisers attack the mines. The mines would chase the scouts around, I would lead the mines on a merry chase (it IS Christmas, you know) through the middle of my other fleets and NOTHING would actually attack the mines. I could see
Try: C:\Documents and Settings\your user name here\Local Settings\Temp\Sins Dump Been that way since the easrly betas. pek
I think it relates to the slowdown with the mines. If you save and then try to load that save, it will almost always crash. If you manage to exit (with or without a crash) then start the game again, then load that save, it will load ok. I found that to be the case over the weekend. Haven't tried wwith the patch, yet. pek
After an enemy surrenders, their remaining planets can be in rebellion. If you look at the forces, they will normally say rebel force xxxx rather than the old ai name, like in the initial stages of the game. Except that there can be one huge fleet of rebels with advanced ships. pek
Indeed, it seems a lot of people on these forums communicate by grunts and growls. By choice, it seems. Of course, some can't do it any other way. pek
You don't want to try to defend a star itself, it's way to slow to move around in unless you just park a lot of carriers there and let squadrons do the fighting, but then, the carriers are pretty weak by themselves. Stars have a very limited number of ways into your planets, sometimes only one, and usually one of the ways in is covered by a very well fortified pirate base. Fortify the planets to make choke points with the small-ish fleet to back up the fixed defenses. The only weak point then
Fleets are biased towards offense, they project power. You can still create a large fleet or two for conquest and fortify the planets around the star with a smaller mobile force to back the local defenses. And you obviously haven't seen what can happen with wormholes, they can go from star system to star system and they are usually far, far from the star itself, giving back-door access to star systems a lot quicker than the phase lane travel from the central star. pek
Do you maybe mean the "alt+left click" to select a class of ships? You can also do that and add them to a "ctl + number" fleet group to give them different orders from the main fleet. I do that with squadrons to do things like attack the fixed guns. Let the main fleet hang back and use the squads to get rid of the things that don't have the defenses against them. Pardon if someone has answered this, I gave up reading on page 9, the page your post is on. I wish the forums had a kill
Actually, Ironclad wrote the game. There are dozens of threads containing strategy written and disected to an exhaustive detail, with changes as new versions come out. I suggest you read those threads before you complain about not having time to work out a strategy. Most of those posters have no life (I include myself there), so there are thousands and thousands of hours of experience there that YOU do not have to get the hard way. Plus, the devs get involved in the threads and chang
Also, you can re-capture nutral extractors that enemies may have captured. Of course, your enemy can capture YOUR extractors. pek
Yeah, wasn't there a scandal with the Ponies, Eeets and Yarlen? After one wild night? pek
[quote] Snip The real reason Vasari CAN do well is because they can steal neutral extractors. So if there are a TON of neutral extractors on the map, they can do well. It's even better if the map is small, so they can leverage the early income advantage into an assailant/sentinel/etc push. If the map is big, and there are no neutral extractors, Vasari really are gimped compared to Tec. So, as to YOUR point, I was TESTING what I originally claimed, and I believe my orig
On the planet that has the factory, set the ship you want to use as the flag ship as the ralley point (empire tree is great to use for this). All ship production will then join that flag ship and form a fleet wherever the flagship is. You can rush the military research bases to get to what ever cruiser level you want. And there are different ways, as I'm sure that someone will point out. pek
[quote]I'm sure I'll have to hold lordkosc as he weeps... [/quote] Just be sure not to stroke Kosc in certain places, Eeets will get upset. pek
There must be a trade post in each COLONIZABLE planet along the way to get the route bonus end-to-end. Also, the trade route will 'autoroute' through the most profitable systems. pek
Did you also notice the same program xplay had SINS as #3 top selling strategy game? Ahead of Starcraft battle chest, which has been out what, 8 years? And, C&C 3. pek
Make sure that you destroy ALL structures, esp. the media centers. Those spread culture. Also, some planet bonuses spread culture, to my knowledge, their effect doesn't go away. You have to counter with your own media centers and wait. Researching culture upgrades helps. And, some cap ships have more influence than others in a Great White Fleet way. pek
Got my daily Gamespot newsletter late last night, their "Most Popular" list has SINS as #5. Not sure what it's based on, but, SINS is #5. The top 4 are platformers, so SINS is actually the #1 PC game. pek