That would be good, but you probably wouldn't have had time to get too many Kodiaks out. A pure LRM fleet would have beaten his fleet (with same fleet capacity/cost, or even slightly less). However, at that low of a tech level, how fast you're expanding and how much you're putting into your fleet is more important than what units you are building. It's just about timing the peak of your fleet size.
Vitamin J
I think it's supposed to be a combined parody of the posts by dbrainstorm last week/rant about lame people on ICO.
I haven't tested the superweapon theory, but it seems like that would fit into the theory (since firing it is technically an "ability").
Goafan, you can put your superweapons in a numbered hotkey just like any other ships or buildings, and tab through to see which are ready.
S_o_L, you are correct in all regards except in your colonization assertion. Colonizing ice/volcano after losing your civics does work.
I would leave the pirate base as a choke, get another choke on the other side of the star, and then invade the AIs homeworld. If they can't get to you on that side except through a pirate base, they will leave it alone and attack from the other way, so you want your fleet to be where there's is. If the pirate base is the ONLY way to get to your opponent, then you obviously need to eliminate it. Build a starbase on the planet leading into the pirate base to be safe, and just send in your highe
I don't actually know the armor class, but in practice, I've had fighters eat them up very quickly, leading me to believe they have whatever LRFs have.
You can with Vasari if you are 2-3 jumps away and find them immediately. If you have to wait for 3 labs, you probably can't do it in time.
Also, PJIs are really helpful for beating carriers (no matter what their payload).
How do you have 30,000 supply? The 10 of you together shouldn't have that much... I think you need to explain what you mean by that. However, if you're just starting a normal 9v1, the only thing you can do is turtle, then pop out one planet at a time. Rush out to 2 chokepoints that can defend your entire empire. Depending on the map, this may mean only having 2 or 3 planets. Quickly build repair stations and a starbase. Wait for their fleet to attack. After killing an invading fleet,
You can only build multiple SBs on stars. Build the 2nd (or 3rd or 4th) just like the first.
I didn't think about that. Opponent AIs can certainly surrender, so it makes sense that an allied one could as well. However, that mechanism isn't really useful, so I wonder why the devs would keep it in. More likely it's an oversight, if this is indeed what's happening.
Marza isn't revered for its cap killing ability (though it is fairly good at that as well). It's the Missle Barrage.
I agree with you Exterm. I think spam, as a term, is abused. A true spam is dedicating all resources to produce a specific unit as fast as possible, which can actually take quite a bit of thought to do efficiently. Changing your fleet balance to react to your opponent is not at all spamming.
While accuracy is not that great of a bonus, the increased range can really help. TEC already have some pretty long range units (is the LRM the longest of the LRF?), so boosting that advantage can help you take out some of their ships before they can even fire at you. It's also useful for keeping Ogrovs out of SB attack range.
Hoshikos are, IMO, the best unit in the game. They don't do anything except heal and bot, but those 2 things alone make them a force to be reckoned with. Don't make a whole fleet of them, but putting a healthy number in any fleet is a great move.
I'm not positive, but I think cargo holds affects refineries, and NOT trade ports. Double-check the descriptions, though. Also, population does not matter for trade port income, only tax income.
I read it as: Even without the Marza, a well-rounded TEC fleet is tough to beat. Add in some Marza firepower and you are unstoppable.
Plus TEC refineries are garbage unless they are in a really sweet spot. In almost every situation, you're better off just adding another trade port and converting it to resources yourself (if you have black market discounts, which you should!). If you're in the pocket in a 5v5, you probably don't have that many planets (maybe 6-7) so wasting the research on refineries, without getting upgraded cargo etc. is not worth it. Especially, as Astax pointed out, since the feed is most effective at ge
There's no ratio calculated. You can branch from the chain as much as you want without penalty, so long as it doesn't shorten the distance between the planets in your longest chain. Each of these ports will also get the same income as those on the chain. The only time you need to consider whether or not to build a trade port (in terms of longest route) is if it connects a loop.
Right, but if you had had all fighters, you would have killed more of his bombers before they even reached your cap. It probably took them about 3 passes to kill your ship as it was. With all fighters, you could have survived maybe 6 passes, and by then all his bombers should be toast, or at the very least you could retreat your cap to your own territory.
https://forums.sinsofasolarempire.com/301605
I've had similar problems where an advent attacker has had his illums/hc survive the button even though they were in the blast radius (they had pretty low health afterward). My best guess is that if they have fully upgraded shields/armor, they can withstand even self destruct.
Since this one has the most posts (and the more recent posts), I'll try to keep everything here. As said, flak does not work against bombers. Also, you said your carriers had fighters AND bombers, not just fighters. If you scrapped your bombers and started building fighters once you saw his bombers attacking your caps, it was too late. You needed fully built fighters before the start of the encounter. Also, what caps did you have, and at what level? I'm not an advent player in
Starbases. AI will run right into your defended planets. Eliminate their fleet then mop up. Also, I would recommend going to equal number of unfairs as a stepping stone if you're having problems with more AI opponents. You'll get an idea of how to handle more ships than the hard version, but not as many as having an extra opponent. For general strategies/tips, there is an excellent (pre-entrenchment) guide on this forum which I am too lazy to go find and link at the mo