Static defense can never stop a dedicated attack force but it can slow it down long enough for defensive fleets to come to a rescue. But that isn't really about LRMs, is it? That's just general static defenses. Going by the original subject line and the original post, it asked if hangers are effective against LRMs. Thread 1,078,525+1 about fighters against LRMs.
Malekish
Note: I only play vs computer, no PVP so my comments are on AI only. Radiance is a self-leveling beast. Grab the anti-matter burn and armor as you level up and clear all planets near you. By time you need to get Terrans cleared you should be level 4-5 and start grabbing agro, let your Disciples do damage while you are the center attention. I rarely need more cap-ship firepower than Radiance + Mothership together, I could play entire games using just those two (per fleet). A
There is exactly one million, seventy-eight thousand, five hundred twenty five threads discussing how fighters are effective against LRMs and Seige craft.
In Beta planets would flip over to your side, now they just go neutral. You cause it by having the cultural techs and nearby broadcast centers (or communications temple, whatever). You can view the culture spread by the color of your empire spreading down the jump lanes. With Advent they get some useful abilities including the ability to see enemy culture spread anywhere in the galaxy (not relevant in your example) but to also get information on any planet under their culture effects. <br
[quote]I didn't think culture actualy continued to spread.[/quote] Well, it does but there are practical limits. The distance that culture will spread is limited by several factors including population (both friendly / opposing), distance (each "hop" has a flat reduction), tech levels (both sides), opposing broadcast centers, number of cap ships in area, etc. In a simple example, 2 planets adjacent to each other and identical (population, tech, etc) the culture line wi
All races get a small buff while in their own culture area, Vasari get a small damage boost, Advent get a shield buff. I'm not sure what the TEC get. Edit: Hrm... I remember seeing a thread about it but can't find it ATM. Maybe it was earlier in beta... But here's a thread talking about it for Vasari / Advent https://forums.sinsofasolarempire.com/?forumid=404&aid=300494
[quote]As I understand it, the Advent converts a section of the population; [/quote] It is a large culture spread on that planet, for effect imagine that you just built a communication temple on that planet. This is extra handy because Advent get additional shield regeneration while under their cultural influence. It's not an "I win" weapon by any means, however it's also an economic attack as the target empire's income and resource production starts taking hits as their
I'm rather enjoying using Flaks as a counter, sure, they're weaker against the standard light frigate (75%) however they're tough as nails and I don't have to replace them very often. I don't play MP so my games are only vs AI but I'm starting to put 2-4 Flaks in every one of my fleets along with going 50/50 fighter bomber wings.
Max culture decrease is only 0.05 per second so stacking multiple deliverance at the same time won't benefit you (unless he has Caps there, then you would be overcoming their resistance). That's why I've started spreading out my deliverance shots over several planets, each of them dropping at the same rate is more efficient.
Fighters are far more effective against seige craft than bombers, if I'm suspecting seige raids I do 2 fighters, 1 bomber per hanger bay (assuming Advent) or sometimes I'll even go all 3 fighters. It's not uncommon for my planets to have 2 hangers, 5 fighters, 1 bomber or 7 fighters, 2 bombers for 3 hangers.
Lone BB can take out asteroids, vulc and even ice by itself (but it'll take hull damage for the ice). Desert and terran you'll need to either kill half/retreat/heal or bring along help.
It's a bit of a micro headache but I'm trying to blast a whole chain of planets with 1 shot each atm, it's having a noticable effect as my culture is already starting to creep in, I'm waiting for the next chain of blasts and then rushing the closest planet with my fleet. I'm hoping once one planet falls I'll start seeing a chain-reaction of planets flipping as they're all slowly losing allegiance from my planets + caps + deliverance. Another way of looking at the guns is they're doing
AI and Dippy are weak by GC2 standards but then again, it took a while before GC2 was as good as it is now. 6-9 months from now the AI in Sins will be almost as mature/robust as GC2. Speaking as an older gamer (41) I don't play these types of games MP, I don't have the time to sit and play un-interrupted, my game sessions frequently involve me hitting pause to stir food on the stove, find out why the kids are crying, etc. To me a campaign is a far bigger draw and more enjoyable than a
This is fairly hard to code this late in the game but it would be a great fix for seige spam. Make a warmup before they start bombing, immobalized while bombing, and a warmup before they can start moving again. Many seige weapons in other RTS use this type of mechanic. Bombing damage should actually be increased, the total time to destroy planet should equal about the same time, the kicker is they are at risk a bit longer before the attack (allowing static defenses to remove s
You can issue orders to your allies, well, I suppose they're more like suggestions. Click on an allied fleet and you'll get some different options in the box at the bottom-right of the screen. One is to defend X planet and the other is to attack X planet. Click on the order you want to give then the planet to act on and they'll... Well they'll take it strongly into concideration (and probably chicken out immediately after again). Since you don't seem to be familier with St
Vista Home Basic, 1g RAM, 80G hard drive (20G for Linux, 20G for Vista, 40G of FAT32 so both OS can read-write to it). Laptop was 350 bucks one-day sale at Walmart, integrated Intel graphics. Better to play Sins with a mouse than the touchpad but it does an acceptable job of playing.
Yeah, it's poor terminology. I suppose it should probably say 'Strikecraft' or something similar to not give the impression of Fighters (specific unit type) as compared to Fighters (general unit classification).
On the top of the screen, just to the right of center is current fleet points. Your standard frigate is 4 fleet points, a capitol ship is 40 (or 50 depending on your race) etc. You can mouse over it and a small screen will popup with details, how many of each ship, how many points used by them collectively, etc. Generally speaking, avoid upgrading fleet supply unless you need it, when you hover over your economics (Credit, Metal and Crystal) you'll see how much is being deducted for f
True, true. Vs computer opponents they're currently way out of wack but that can be tuned with AI tweaking (which based on SD's history will happen frequently). Edit: Although for all technical purposes, adjusting the AI to be more aware of repair stations and acting upon them would be a nerf ;)
1. Cap ship combos depend on race and if you include the support cruisers. There's too many answers (including many that I haven't found yet) to give a simple answer. 2. Depends on size of opponents / map. Personally I rather enjoyed having all Marza Dreadnaughts in my TEC games, I don't care what cap ship combo was thrown at me, I pick out the biggest threat and smash it fast, then proceed against the next biggest. 3. Depends on your opponent. If I'm fighting Advant and
Uhm, there's not an existing post that I know of... There's a sliding scale based on the quality of the planet to how many increases it can have. Dead asteroids are obviously the weakest Terrans are the best IIRC the order is Dead Asteroid Volcanic Ice Desert Terran Depending on which race you play there are different techs to increase population caps. TEC, for example, get abilities that increases max population on Terran, Desert
[quote] You can't turtle as the Advent. Don't even try. It's not possible.[/quote] Radiance Battlecruiser, Animosity + 2x repair stations. Even with pirate raids on higher settings it was a power-leveling beast. Once I got it higher in level and got to use that beam of death it was even more fun. I beat the last player down to one planet and just watched pirate waves crush against my Radiance for several waves, just for fun. Never underestimate repair stations, 2 or 3 o
"Formations" don't matter (with computers there's no possibility of being flanked, the computer is always aware of where you are firing from) but instead you need to concentrate on fleet composition. Find ships that complement each other and pair them up to increase force / abilities. It may also be necessary to micro-manage some firepower to take out the most significant threats. For example, if you have a very heavy carrier group and depend on your fighters, it would be best to targ
12 minutes seems a bit too fast, I'm going to edit it and try 15 minutes, maybe step it down to 18. I like the mechanic (and yes, I recognized it from Settler's of Catan, I do volunteer work for Mayfair Games so thank you!) and I think it's important and useful but later game it seems like my attacks are interrupted by pirates a bit too often.
Anima (also Animus) is Latin for 'Soul' or 'Mind' depending on usage. Modern Italian and Spanish use it for 'Soul'. It is the root word for Animation along with many other words (including animal). Automation is also derived from Anima, in this case it's Auto- (Self) -ma (Soul) meaning something that directs itself. I hope that gives some insight. 5 years of Latin didn't go to waste! :D