Just wait until you play against allied computers that attack you at the same time. Ive been in engagments involving around 30 cap ships and more support ships than I bothered to count. Brought my comp to its knees. When the fleet indicator ring on a planet is completely full for both you and the enemy, and then another monster fleet jumps in....thats when EPIC comes to fruition. Another indicator that your in for it is when youve killed 10+ cap ships in one battle and they still havent deci
WileyCoyote
Okay thanks for the help guys!
It seems that the vast majority of the time that I "discover something interesting" at a planet through exploration, nothing ever shows up in my artifacts tech tree. Ive played a number of games now and Ive only had one artifact show up in my tech tree even though Ive "found something" quite a few times. Is this a bug or a "feature"? thanks
[quote]Only thing I agree with is that ships can run past you, jump, and keep moving through your planets and never have to engage anything. And that Defensive buildings are weak and pointless. I also reject the idea that they are only ment to repel small invasions. Because they do not repel anything at all. Small or not![/quote] While I would agree that there needs to be more of a penalty when you pass through an enemy planet or retreat(PJI's arent very effective), if the fleet just ke
Lol have you played a strategy game lately? Pretty much every rts has had some element of this. Even the great starcraft with its explosive, concussive, and splash damage types. The real world is even this way with aa emplacements > fighters > tanks > infantry etc etc. We cant even build a weapon that will do everything cause it wouldnt be cost effective. If you DONT have a hard counter system in an rts then it becomes a stale game of research better do everything ship and spam spa
Its all about hard counters. Thats a system of making certain units do extra or less damage to other certain unit types. Sins already has a very good hard counter system in place. Flack frigates are a medium to hard counter to long range frigates because they are much tougher, have a higher damage rating, do 100% damage to lrms, and lrms only do 75% damage to them. Fighters are a hard counter to LRM frigates as well since they do 200% damage to lrms and the lrms pretty much have no chance of
Thanks for the info bud. I will see if I can get that too work. Im not interested in having me and my buddies start in the same system. Thats too easy. I want the start locations to be truly random across all of the systems. I will see if that map tool will let me do this
No offense but it sounds like you arent setting up defenses, infrastructure, and fleet positioning right. After a couple of games on some reading on these forums, I have very little trouble defending against even 2 allied hards. I havent tried 3 yet. Some thoughts 1) You mentioned that they bomb your planet out very quickly. This shouldnt happen even if they have a large fleet (unless its an asteriod, they always go down quick). It sounds like you arent upgrading your "emergenc
I have a question that Im hoping the community here can answer for me. My two friends and I have attempted to create several large map team based games. I'm talking about 50+ planets with us on a team of 3 vs two other computer teams of 3. However, the start locations on large maps dont make any sense. What I mean is that there will be like 5-6 star systems and yet all 9 players will be crammed into 2 different star systems at the beginning. This means that