|
Post by Waspman on Mar 15, 2010 14:45:46 GMT -8
|
|
|
Post by Fayde on Mar 15, 2010 15:08:10 GMT -8
|
|
|
Post by Fayde on Mar 15, 2010 20:46:31 GMT -8
|
|
|
Post by Fayde on Mar 16, 2010 11:36:42 GMT -8
Having more problems with Galaxy Forge...
I made a very nice little map, (still needs shorter phase lines... so long..) but I ran into a problem. I was being taxed credits due to my home planet being under-developed. So by the time I realized this, I was completely out of credits, and needed to sell my metal and crystal in order to get more. Now, I don't know if it is because I was starting in a special spot (cause there are), or what, but I've no idea how to change it.
The good news is, the map didn't freak out and stop displaying the ownership icons and such. WOOT
|
|
|
Post by Waspman on Mar 22, 2010 14:39:28 GMT -8
Under advanced, when you click on a planet, there's options like "NormalStartingUpgradeLevelForPopulation" and the like. I'm guessing the "QuickStartingUpgrade" options are for Quick Start games. When I messed with it, it didn't seem to do anything though.. like I'd ALWAYS start with the normal Population Upgrades, like I would with any other map. Mind uploading your map?
|
|
|
Post by Fayde on Mar 24, 2010 10:35:16 GMT -8
I will try tonight, I must be off to work now! WOOSH!! Oh, I tried looking up some ideas for killing Star Bases this morning, but could find nothing aside from maxing out your entire fleet with Capital ships, anti-structure cruisers and support cruisers and crossing your fingers and praying it works... Honestly, seems a bit stupid if there isn't a counter-Star Base...
|
|
|
Post by Waspman on Mar 24, 2010 13:00:20 GMT -8
The only thing I've found is using anti-structure cruisers, attacking at a distance and making circles around the Vasari Star Base because it moves heck of a lot slower. Which I found odd, because Sins isn't like a normal RTS in that the game has a different pace. Like units don't move/attack quickly. I really can't see that strategy working too well. However, a large force can definitely take out a Starbase. I was just playing against the computer, and it actually brought a fully upgraded Star Base down to like 80 hull. I would've lost it, were it not for my fleet backing it up. Problem with organizing a large fleet though, is that it'd cost quite a bit and in your case, you don't have as much resources coming in. There's still a lot of neat stuff I'm learning about the game, like some of the cruisers and Capital Ships I hardly touch. Not only do the Vasari have a Capital Ship that can capture planets, but they also have one that can create Phase Nodes. So you could be in the middle of enemy territory, and have reinforcements jump straight to that enemy planet, and if researched, you'd also be traveling in phase space a lot quicker. I think next time we play though, I'll try Advent because I want to see what sorts of abilities they have.
|
|
|
Post by Fayde on Mar 24, 2010 23:31:16 GMT -8
Be warned, Advent are much more focused on later-game force, rather than quick, agile fleets in early-game matches. Anyway, I have been looking into trying out some of the support ships. The ones that aid the rest of the fleet, rather than doing any damage themselves. It seems I am missing out a lot on some of the games deeper strategies because I focus to much on building a well rounded offensive fleet, and not add supportive and defensive elements to it. Here's a couple ships I've found that have very interesting abilities. sinsofasolarempire.wikia.com/wiki/Domina_Subjugatorsinsofasolarempire.wikia.com/wiki/Iconus_Guardiansinsofasolarempire.wikia.com/wiki/Serevun_OverseerI have explored a lot of the capital ships though. Each race has some really cool supportive capital ships, but I often choose the hard-hitters over the supportive ones... But that's because I rarely upgrade my Capital Ship slots to more than 1 or 2. Another thing I should probably do more often. Interesting though, that they got the star base down so far. What would you guess was the strength of their fleet? Yeah, I've found the same strategy with the Vasari Star Base... But I kinda had the same question. I wonder if they used a combination of different ships to do that. I know it moves slow, but it seems you'd spend half your time just maneuvering your fleet while getting raped by a defensive/supporting fleet... I really see a loosing situation if you're on the butt end of a Star Base... Even if you do destroy it, you're fleet is going to be in ruins so bad, that it probably won't stand a chance to gain any further ground than the system they are attacking... If another supporting fleet doesn't come in and finish them off. I think I want to really practice on this subject. Maybe you and I could play again against each other, more for the sole purpose of figuring out Star Bases and different dynamics of fleets... Would you be up for a couple hours of just messing around?
|
|
|
Post by Fayde on Mar 25, 2010 2:30:06 GMT -8
Can't freaking sleep... So what is one to do? LOOK AT SOASE STUFF!!!! HECK YEAH!!! No seriously though, I found a nice strategy "guide" that looks like it may work for pretty much everything, including star bases... However, I didn't see a section that said "Enemy's star base has billions of HP and a huge supporting fleet! Here's what you do!"... so yeah, but still, a good read. Edit: I guess it would've been nice to actually post the link! forums.sinsofasolarempire.com/374240
|
|
|
Post by Waspman on Mar 27, 2010 19:47:22 GMT -8
Nice guide, but it still doesn't look like a definite solution. I don't think it'd be so bad if Star Base's are naked, like the guide mentioned, as I think any decent fleet could take it out but if it's upgraded all the way then things become serious. I dunno.. I guess take out the planet as quickly as possible, leave the Star Base alone and jump to the next planet in hopes that the player didn't set up Star Bases everywhere? Or just jump to the other planet right off the bat? Actually, the might be the best solution when I think about it.. it'd be so expensive to have a fully upgraded Star Base in every gravity well, so chances are the only Star Bases that would have those upgrades would be at choke points. So you'd have a fleet going around, taking out planets and limiting the enemy's resources and if you spent less resources on Star Bases, then you'd most likely have the superior fleet. Just my thoughts, anyway..
|
|
|
Post by Fayde on Mar 28, 2010 11:50:42 GMT -8
The problem there is the Vasari Starbase then, which can move. By the time you fleet reaches the jump points, it'll have been on your tale and take out half your fleet by the time they get around to jumping. It's not so much the other star bases I'm so worried about, cause they can be countered fairly easily with long ranges and bombers, but the Vasari Bases are freaking impossible.
|
|
|
Post by Waspman on Mar 28, 2010 17:08:54 GMT -8
I would figure some of your forces would be taken out, but I didn't think it'd be a big deal. It'd really suck if the enemy player had a Phase Jump Inhibitor, though. Well, we'll have to play again some time. If we do 1v1, we could always make a No Vasari or No Starbase rule.
|
|
|
Post by Fayde on Mar 28, 2010 21:04:52 GMT -8
I don't mind, but when we do play next (probably tomorrow, today didn't work out at all), we should do some tests on different ways we can counter different star bases.
I was reading some forums on SoaSE.com and they said that star bases tend to add several MORE hours to the already long game though. While I do love long games, and have no problem saving and resuming them, it seems a bit annoying if there are no good counter measures to Star Bases. Especially Vasari ones. Indeed! The Advent have upgrades for jump inhibitors for their Star Base I think...
|
|
|
Post by Fayde on Apr 13, 2010 12:30:15 GMT -8
The what if's of SoaSE:
What if there was a "mission" game-play style. Not campaign, but specific game types like they have in most FPS games, such as capture the game or something. I imagine a Capture and Hold game type would be very interesting. A Centrally located world with HUGE amounts of resources, and would be the apple of everyone's eye.
Also, I think archiving specific goals would be really fun on top of a normal game. You could get specific bonuses from these goals that are not paid by other players, but as reward from your civilization. Like, if your civilizations goal was to have tiers 1-3 completely researched, you would get some kind of bonus. Things like that.
Too bad no one has REALLY modded the game yet. All mods are basically just graphical changes made to the ships. Nothing else really changes. I'd love to see someone make their own little fan-made expansion pack that does add units or anything, but adds gameplay features such as the above.
Just dreaming!
|
|
|
Post by Waspman on Apr 13, 2010 15:36:10 GMT -8
I've seen mods that make small changes, like extractors giving more resources or everything being instant build. Stuff like that. Seems like most mods are picky about which version of the game you're using though.. like if you're playing Entrenchment and updating the game all the time, you're actually limiting what mods you can use.
|
|