Darvin3

Darvin3

Joined Member # 3427815
3 Posts 1,837 Replies 1,395 Reputation

[quote]Which is one reason why I'm confused at why Darvin would play 16-Advent-caps in multiplayer (unless there were no Vasari enemies anywhere).[/quote] Repulsion + TK push + lots and lots of strike craft. Yes you will lose capital ships, but this is to be expected in a late-game situation, and it's actually not as bad of an issue as it may at first appear. Replacing five drone hosts (100 command, 15 squadrons) will cost you 6400 credits, 1150 metal, and 1100 c

53 Replies 113,167 Views

[quote]Correct me if I'm wrong, but isn't this already in play for games made in the ingame map maker?[/quote] Yes it is, but the map-maker is still random. [quote]Edit 3: It works! If you want to share maps through MP/play with people who don't have the map, just put it in (on Win7): AppData\Local\Ironclad Games\Sins of a Solar Empire\MapDesigner [/quote] @_@ All this time... it's been doable... wow... I am speechless [b]WHY DIDN&

45 Replies 122,543 Views

Well, there are supposed new capital ships in Rebellion. However, it's unknown whether they're already finalized or not. Still, always cool to brainstorm ideas and hope the developers pay attention when cool stuff gets brought up on the forums. Heck, I'll link to the ones I posted a few months back: https://forums.sinsofasolarempire.com/405949/page/3/#2900110

53 Replies 113,167 Views

[quote]At that point in the game I always have much more funds than I know how to deal with, which is how I can afford so many caps... I usually train them all to level 4 = around 60 bomber squads (soon turning to 70+ bomber squads after a level-up). Yes, level-ups do take a long time, but after level 5 it doesn't really matter to me.[/quote] Generally speaking if you can reach a 2000 command fleet, you have the AI beaten. You shouldn't need to make it an upgraded

54 Replies 72,651 Views

Yeah, I'm not going to do another revision until we know more about what changes will be coming in regards to GalaxyForge in Rebellion. This project isn't necessarily dead, but it's definitely dormant for the moment. Still, feel free to provide a link to your work in this thread if you want to. My [i]hope[/i] is that Rebellion will offer a way for us to download maps in-game, thus maps can be shared informally and there will be no need to maintain a comp

45 Replies 122,543 Views

[quote]Well, I noticed that the Kol Battleship is pretty strong but for a short period of time only, specially if I let the Kol auto-cast his ability...[/quote] The Kol is best described as a "brick". It's very durable and with proper backup extremely difficult to kill, but its abilities have high antimatter requirements that quickly deplete it and leave it a glorified combat cruiser. Compared to the reliable and powerful early-game combat power you can get out of a So

54 Replies 72,651 Views

You generally can make due with as few as 1 defending culture station for every 3 attacking stations.

54 Replies 72,651 Views

[quote]Then I have a Phase Lane at about 3 minutes past 3 O'clock, and one at around 9 O'Clock... The Pirates are arriving at the point that would correspond with 1 O'Clock... According to my Map, [/quote] They won't come [i]exactly[/i] down the middle of the phase lane. It's possible to offset your jump on either side of the lane. The 1 o'clok position is sufficiently close to the 3 o'clock position that this sounds like the case.

15 Replies 9,222 Views

[quote]They had 3 capital ship, and I had 4 in fight, I managed to lose 2 and almost lost a third[/quote] Sounds like you need more Hoshiko Robotics Cruisers. [i]Superb[/i] repair power, and the unit is dirt cheap. One of the top reasons to play TEC.

54 Replies 72,651 Views

[quote]I am having a little trouble though with my strategy, as I think I am building too many Orbital Beam Platforms to defend my home world.[/quote] You almost certainly are. These things are notoriously pricey and the bane of many beginners. You need to be out expanding your empire early on. Strongly recommend turning off pirates when you're learning the game. The game's got a steep enough learning curve as it is. [quote]I kinda don't h

15 Replies 9,222 Views

[quote]I read that there is different trade pattern in the two expansions ?[/quote] In the original Sins, trade routes will automatically pass through uncolonizable gravity wells. This is a mixed blessing, letting you set up long routes early and easily, but potentially breaking longer more elaborate ones. In Entrenchment and Diplomacy, you need a starbase with a trade port upgrade in order for a trade route to pass through an uncolonizable gravity well. This means

54 Replies 72,651 Views

[quote] but sometimes when I'm nuking planets I wonder how I would feel if I were told the "games" I was playing were actually real. [/quote] Probably surreal disbelief. I think it would be hard to swallow that you're responsible for the indiscriminate deaths of billions.

16 Replies 106,468 Views

[quote]For example: each Advent LF cost $410, and Vasari LRF cost $840 (if crystal & metal @ $4). [/quote] The high 4:1 conversion rate isn't necessarily applicable to a rush scenario. Vasari in particular can often balance their expenditures so they aren't buying from the black market, meaning lower conversion rates (2.5 or 3) are more suitable. Once you start doing any economizing the higher conversion rates become a reasonable presumption, but

38 Replies 24,315 Views

[quote]As for structures, you basically are wanting a listing of the hp of each of the structures?[/quote] Basically all the same stuff as the unit page escept shields. Weapon information is only applicable to turrets, but should still be listed. Thanks for pointing out the SB info, didn't see it there.

69 Replies 361,646 Views

[quote]then I decide to move on the suposed weaken easy cpu and I see a fleet double of mine (70-80 vessels)[/quote] 70-80 vessels isn't a lot. The easy AI will pull its punches, but given enough time it will still build up. [quote]Must I colonize lot of planet fast or must I devellop a few of them before ? Where to build what and where to build defense ? I guess intersection point are the best to hold a defense right ?[/quote] The faster you can coloni

54 Replies 72,651 Views

Would be nice if you added a structures and starbases tab, too. Doing some number crunching right now on range thresholds, and none of my quick-reference guides have starbase attack ranges listed (Zyrxil's stuff is pre-Entrenchment, this doesn't have a structures page, and the wiki doesn't list attack range at all )

69 Replies 361,646 Views

[quote]I tend to think that the investment required is more than it should be, in Diplomacy at least.[/quote] In Diplomacy, I'll agree that the first raid is a bit of a problem. In the original game, not at all. The early pirate raids there are easily beaten by a single capital ship with decent combat traits (add in a turret or two if it's a weaker variety) with a repair platform behind it. While that's a lot to have out of commission, the extra XP was we

54 Replies 72,651 Views

[quote]Well, why are Pirates so strong ? I read that they are even worse in diplomacy (I'm in sins)[/quote] Pirates are balanced based on the experiences of veteran players. By the time the initial 15 minute timer is up, I'll probably have a fairly developed empire with 5-6 planets. In that respect, I'm more than ready to repel pirates with a few good defensive tactics. In fact, in the original game being attacked by pirates is a [i]good[/i] thing, giving

54 Replies 72,651 Views

It's phase missile equipped bomber squadrons that are the problem on the Skirantra. If phase missile bombers got nerfed, I think the Skirantra would be fine without any changes to its abilities.

25 Replies 96,388 Views

On my end, I hate games that drag on after I've got it in the bag, so I avoid oversized maps like the plague.

26 Replies 14,271 Views

[quote]I'm curious, on which map, or type of map?[/quote] Random small (which is actually a misnomer; it's one of the more spacious 1v1 scenarios with 10 planets per player and an average distance between homeworlds of 6-7 jumps). Sorry, didn't mention that. Yeah, you can do some crazy antics on point blank :-)

26 Replies 14,271 Views

[quote]and when I'm finnally ready to get more than 2 planet and 2 asteroid I dont have enough ship to take on a planet. lol[/quote] Here's a tip: you can colonize the planet even before the militia are all dead, and then start building turrets and repair platforms to help fight them. Only the "Krosov Siege Frigate" unit is capable of bombarding your new colony, so if you quickly knock out them you're good to go. The Krosov is actually vulnerable to the [i]sc

54 Replies 72,651 Views

If the Akkan's move speed got boosted to the same level as other capital ships, then there might be an argument to be had. As it stands, its sluggish move speed means you have lots of opportunities to kill the thing or at least force it to withdraw. Carrier capital ships can kite away from it and have no excuse for even getting into ion bolt range in the first place. Yes, the TEC economic opener is overwhelmingly strong, but ion bolt isn't the culprit behind that.&nb

25 Replies 96,388 Views