Sotris

Sotris

Joined Member # 2546371
0 Posts 20 Replies 294 Reputation

On another note: after beta 3, I think that bombers have actually become more useful. For carrier spamming to work against a moderate fleet with flak support, you now need to succeed fast in crippling his capitals and structures. With the build rate decrease, you won't get a second chance. In fact, I experimented with an all-bomber SC force against the AI (with a good amount of flak support). It actually did better than an all-fighter one: The bombers were essentially b

87 Replies 181,583 Views

My minidumps have nothing to do with any actions, they just happen a few minutes after reloading an autosave. It doesn't seem to happen with clean saves, but maybe I was lucky.

13 Replies 7,247 Views

I don't get it- I think this is a pointless thread. So what if an experienced player can beat a carrier spammer? That is not the issue. The issue is that, unless dealing with way more experienced players, an INexperienced player can simply own all just by spamming carriers. saying "grow a pair and learn how to play" is not an answer, because this is not a "who wins at the internets" contest, it's a discussion on the playability and replayability of the game. If one has to become an expert to

126 Replies 264,811 Views

What's up with all the 'minidump' crashes? I completely uninstalled and reinstalled both vanilla and entrenchment, and I had no custom maps made or downloaded. Why can't I get to play a single scenario without getting the minidump crash at some point?

215 Replies 413,398 Views

Being a total noob I may have this entirely backwards, but doesn't the carrier spam rely in a fast and overwhelming sweep, with fighters destroying capitals and structures in seconds? That will still work if the opponent does not have enough flak or fighters prepared. The 'nerf' here, IMO, is an attempt to stop carriers from being a machine of rapidly regenerating devastation, as swarm after swarm gets regenerated faster than the opponent can replenish their losses, even in carrier-killing LF

215 Replies 413,398 Views

I had enjoyed Imperium Galactica II as well, BTW. What I liked the most wasnot the research or combat system (both very simplistic, biggest ship with biggest guns won), but the way they had implemented a 'freestyle' campaign for each race: Expanding and strategic options were entirely open-ended, and you could play however you liked, but you always got special 'quests' along the way that helped in advancing the story as well as giving you a chance to prepare better for the ultimate showdown.

42 Replies 160,478 Views

Wasn't there some news about a Conquest FW sequel at some point? What happened to that? Space Empires 5... Unfortunately, it was a disappointment. I still play SE4 occasionally, with some of the various mods, and was hoping for another classic in the series, but got served a spreadsheet full of bugs instead, like with MOO3. Hopefully, A sequel will bring back the series' lost glory.

42 Replies 160,478 Views

There's undoubtedly great replayability in GCII. The ship designer is certainly one of its major advantages, but there's also great depth in strategy and game mechanisc- especially in the second expansion, where every civ gets its own tech tree, bonuses and can use its own strategies. The AI is pretty impressive too, at least on higher levels. Some players, however, may be put off by the simplicity of battle mechanics: It's resolved in auto, and the most powerful fleet (in terms of at

15 Replies 64,023 Views

I think it's a good idea- but perhaps it should be a high-level ability for support capships only. It would make sense, plus it wouldn't overpower fleets much against mines, without at least compromising for firepower and other abilities: If a player wants to have Dunovs for all their capships, let them :)

11 Replies 1,636 Views

[quote who="Scott_the_Snow" reply="6" id="1997394"]While Sins is a real time strategy, it plays more like Turn based 4x classics like Master of Orion, Space Empire, Galactic Civ, or Sword of the Stars. This is an old genre that predates almost all others. None of these have a campaign in the way that starcraft had one. They all trade a random generated, dynamic campaign for a static one with character voice overs. The value seems higher to me with the radom generated u

137 Replies 378,239 Views

When I played that mission, I first built a few defenders to keep my planets safe, and started picking up the Yor ships with the Arnorian battlecruiser. Later, I built an armed starbase on the resource at 12:00 (with an Arnorian-protected fleet of constructors)and got on the offence.The Arnorian ship is practically unbeatable; the only issue is that you have to run from one end of your borders to the other to pick the attackers. Iwent for the first planet right above mine first, and th

9 Replies 4,519 Views

1. Guardians for anomalies. I'm not sure whether this is possible, but it would be nice if you had to fight a sort of guardian (a la MOO) before exploring some anomalies, that automaticaly appeared in the sector. The guardian should be quite powerful (old Dread Lord sentinel,Arnorian Protector, Space Monster, whatever), but the reward should also be worthwhile (instant tech, a bundle of resources, a large plus in some ability, A powerful ship or relic, etc.). That might keep some anomalies unexp

10 Replies 8,472 Views

Is there a way in which pirate fleets can gradually become larger and more lethal with every victory they achieve? Like using the loot to hire more mates, sort of. You could have a small fleet of pirates bugging you at first, taking out your scouts and lone freighters or constructors- but if you ignore them for too long they might become deadly. A possible method would be to use a points system similar to hit points gain by experience- only, after a number of kills, the mateys

29 Replies 18,142 Views

I believe I like this idea! It reminds me of the "campaign" feature in Imperium Galactica 2, back in the days of yore -the game had a million bugs, but the idea of completing mini-quests that occured (randomly or not) as time moved on, leaving you with some form of prize of advantage, was intriguing (and quite challenging, at least in 'hard'). An option I had found quite successful was that of owning an actual pirate fleet, after taking over a pirate planet as a minimission. You could use i

12 Replies 8,783 Views