Black Market/Trade Port combo, and spamming culture through temples of communion to get your allegiance up and increase your yield from distant planets are the other options. -- Retro
theRetroboy
Emphasis mine. [quote]Bravo. You're [B]all [/B]very "hardcore".[/quote] You've pretty much wrecked your thread's message by being just as assumptive, if not insulting, as the people you point out. Not [B]all [/B]of the forum members are that way - not even close. Athough I'll certainly acknowledge that some of the replies are rude and boorish, and it's usually by the same bunch of people, some of the questions or the "rules" that the OP's try to impose on their threads are just
P.S. Then I go out hunting with a larger, offensive fleet, and reposition my nodes accordingly. Usually, even a bunch of enemy AI's seem to concentrate on one or two planets, not a whole ream of them. -- Retro
From a single-player perspective, I try to break my defensive 'fleet' up into "nodes" that have short transit times to "at risk" systems, and I also level up quickly on the inbound-fleet-detection combat research fairly early so I have more time to react. Then I park the node-fleets at the edge of the gravwell that minimizes the transit time to each of the planets that are within its area of coverage, which is at most two jumps range per node. It's rare that a fleet that's massive enough to take
Uranium, I'll have to note that there's no way you can establish a fully functional tax base on a planet that your TEC bases have nuked to oblivion half an hour ago either. Yes, the justifications are weak, but they're not a lot weaker than anything else that has to be compromised on in order to make the game [I]enjoyable[/I]. I don't particularly want organic ships in the expansion pack either, but not because they don't fit with scientific protocol. Sins violates that in plenty of are
I'm always a bit hesitant to inject realism into these types of discussions because the game is a real-time strategy, and in the 6 hours it takes to complete a fairly long game, the "real" Earth only moves about a quarter of a degree around the sun. The point about ice planets being further away generally and molten planets being closer generally might be a basis for some interesting maps, though. Consider: - Close to the sun, the phase lanes are generally shorter and more strategic
Yeah, but that would be completely moot because you can spin the map around the sun and always view it from the angle you choose. The way most people play, you'd never even notice the planets were orbiting - and if they spun fast enough to make a difference it would just drive the players nuts. -- Retro
Your question has many different answers, but they're basically all just TEC frigates and non-carrier cruisers with added spines and logos, and no shield. If you want to know something specific without digging into the ship files themselves, start up a small singleplayer map as TEC, send out a bunch of scouts until one gets to the pirate base (or you get attacked), and then pause it and look at the various ships that are there by mousover and reading the information in the information panel, com
I thought the Arcadia was from an entirely different manga series. Same style, different manga AND anime. I think they called it "Captain Harlock" in North America? -- Retro
How about please stop trying to completely dictate how everyone uses your thread? That's not how this discussion forum works. EVEN THE DEVS DON'T DO IT. As for "clearly mocking", I'll point out post #19 in this thread as an example of irony. -- Retro
None of the TEC, Advent or Vasari was "cliche". I know of few space games that have such novel approaches to races that marry their technologies so well with their racial motivations. Don't confuse "cliche" with "Done at least once before". EVERYTHING has been done before. Organic vessels could definitely be cliche, depending on how Ironclad executed it. -- Retro
Because it's three vessels and not one, and you can do it any time and any where, unlike domination where you can only select from enemies that are within range. Getting three free heavy cruisers is something that should definitely impact supply. -- Retro
Mouseover the planet to see the difference between it and other planets in the info panel. Hashmarks mean that it's either that race's capital planet or a powerful artifact exists on it. -- Retro
Yeah, I was wondering that too. Thought I might have misread or something. I don't recall ever seeing my replicated ships die, unlike the Anime Storm ability of the Advent carriers where you see a big explosion on its expiry. -- Retro
And trade depots. Pirates like to assault trade depots. Homefleet has omitted that turrets are also excellent against AI. Build a small cluster of them and then move your own forces near them once the AI attacks, and they'll get nailed by the turrets as they try to take out your ships. -- Retro
Agreed. I'm a big fan of the latter parts of the main Sins theme. -- Retro
I'd say it depends on a couple more factors than those you listed: the number of ships that are affected at once, the antimatter cost, the event, and the cooldown. For example, in single-player and just before you're about to take on an enemy planet, the Vasari can create a couple cruisers and send them in ahead to draw AI fire, and then send in his "real" fleet while the suckers are getting beat up. -- Retro
More on 1) - Long Range jumps allow you to jump from star to star. So the first time you visit a star system after researching it, right-click on the destination star to go there. -- Retro
[quote]As far as choke points go, although convienent, I'm not a fan of them. We are fighting in space after, you cant get much more open of an arena than that to fight in. I don't see how choke points would exist in space combat. [/quote]The problem with space being open is that it's REALLY, REALLY open. Without chokepoints, players can attack from any direction at any time they want - the only logistical issue becomes timing the arrival of your ships to maximize the impact of your attacks.<br/
Apologies if this sounds fanboi-ish, but I really don't think I would have changed much. Maybe more graphical options such as shadows and a vessel damage model that beats up the skin and mesh as you pound on things, but that's about it. I'm not saying Sins is perfect. I'm just noting that there's not a lot in it that I would change. -- Retro
Sure there is. Don't post a thread that tries to restrict everyone to agreeing with your point of view, and then tries to shoot down or silence anyone that disagrees with it. BTW, it's Iron[B]Clad[/B], and they have nothing to do me, or with my response in this thread. Call me all the childish names you want, but please don't assume they have anything to do with criticisms of your thread or posting style. -- Retro
Hard. -- Retro
[quote]Is there a way I can block Retro from posting on this thread?[/quote] This is an open forum, and from what I've seen, Ironclad is interested in what people have to say who disagree with what some players want as much as they want to hear from people who agree with those suggestions. From what I've read about how they managed user input during the entire game development cycle, I got that they're keenly interested in different opinions - and I really like that about them. If y
Because most RTS'es don't have the territory and scope and timeframe of Sins, maybe? In this game, if an empire controls a sizeable percentage of a large map, it can take ten minutes for a scout to traverse a path that follows its edges. Instead, sending a disposable single ship in before you invade gives you all the intelligence you need. Not that hard of a decision. -- Retro
...uh... you pirated it? :) Maybe de-install and re-install it and see if that helps after patching? -- Retro