[quote] Flack frigates have light armour, hence fighters will do twice as much damage to them as bombers. Use them [/quote] I believe Flak Frigates use Medium armor which neither Fighters nor Bombers can cut through easily. Fighters are Anti-Light and Bombers are Anti-VeryHeavy. Flaks and normal Frigates(i.e, like Cobalt) use Medium armor. LRM Frigates, Siege Frigates and Scouts use Light or Very Light armor. Cruisers an
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[quote] In my last game against the AI, I was more or less dominating the map. However, every once in a while, the AI would send small fleets of siege frigates against my planets. To reach their targets, they had to go through several system, in which I had fleets stationed. The problem was: My fleets couldn't move / react fast enough to intercept them. So basically I had to split my forces into THREE fleets, spread out over three gravity wells to
GalCiv 2's combat viewer has ships moving about as a purely aesthetic effect. It's horrible. You'll find dreadnoughts dancing around in circles for no apparent reason. Missiles can be seen coming out of the back of their launchers. Gun shots are fired at absolutely nothing, only to have a ship at the other end of the screen deliberately go off course just to hit the cannon slugs. And ships explode on screen quite a while after they've been 'destroyed'. Sins' combat is MUCH, MUCH better as it is,
[quote] does that bonus also count for shields or only armor? (would be kinda difficult - fighters having a hard time getting shields down, bombrs not being effective vs. armor... so where to go=? ) [/quote] LRMs, scouts and siege frigs don't have much shielding, so fighters will still eat them. <br
[quote]Don't Vasari have shield-breakers on one of their cap-ships? Also, doesn't their scout colonize mining areas to slightly make up for their weak eco? And a third thing. With those combos, aren't the TEC SCREWED against Advent?[/quote] I don't know whether Vasari cap-ships have shield-breaker abilities, but it seems kind of obvious seeing their nature. Their best Phase Missiles, however, have a 30% chance of piercing shields with every shot, and one of their cruisers gets a 25% bon
Yes, people have said that fighters do horrific levels of damage to LRM frigates. Scouts and Siege frigates also use the same Light or Very Light armor used on LRMs, so fighters obviously get a 2x damage-dealing bonus against them too. Bombers don't get any such bonus against light craft, AFAIK. They get a bonus against heavier ships instead.
This 'Stationary Defenses are Useless' thread reminds of GC2's 'Strengthen Starbases' thread where it was argued that stationary defenses(starbases in GC2) are so weak that a single huge dreadnought can kill a fully fortified SB. Same thing here, that gun turrets can't stop attacking fleets. Only, here, the Phase Jump Inhibitor is also useless, while the GC2 equivalent, the Warp Field Disruptor, is quite useful. Poor Stardock. They screw up stationary defenses every time.
[quote] Any thing that's round the planet that's round the star is a moon, whatever it's asteroid or seem like planet, or even huge, it's moon. What if it's a space station? [/quote] Than it would be called an Artificial Satellite. Anything that orbits a planet is a satellite. Moons are natural satellites. Technically, even asteroids can be counted as moo
By what I know thus far, a majority of fighters are good for hangars and a majority of bombers are better for carriers. Fighters are good at killing other fighters, bombers, LRM frigates, siege frigates and scouts. Bombers are good at killing cruisers and capital ships. Thus you want fighters to defend your planets against LRMs, siege attacks, and enemy squadrons, but bombers are best at bashing up the enemy's main fleets.
[quote] and i have a balanced fleet, with a few level 9 cap ships and a few level 6 or so and every support role well represented. Anyway, in fleet engagements my shots do little damage, and his seem to do double. my shields don't recharge and his rarely go down. I lose all my capital ships and he doesn't even lose many frigates. i have his economy in such a bind, and mine is so strong, that i even have tried to just focus on single ships, figuring that I am in a good position to rebuild
[quote] What ARE the combos? Also, Vasari sounds fun Do Vasari have the STRONGEST ships or does that belong to TEC or Advent? Does TEC's fleet fail in an even fight? (say, a battleship vs a battleship, or a frigate vs a frigate) [/quote] Advent Abilities:- Radiance Battleship: Animosi
Thanks for the info. "LRM", I believe, stands for Long-Range Missile frigate? [quote]Actually, fighters do extra damage against LRMs is the normal example. I'm not sure if bombers get the damage bonus or not, however.[/quote] If fighters can dice LRM frigs, doesn't that mean other light weapons like Flak guns can cut 'em up too? Also, how does 'antimatter' work as a game mechanic(I know about real antimatter, though.)? I understand that it is depleted by using phase ju
The recommendation isn't needed, I'm already bedazzled. ___ By what I hear here, the Advent sounds awesome. If one could get high up on antimatter and shielding technologies, a combined arms fleet would be nigh-invincible. The Radiance's Animosity ability can keep the enemy fleet(including fighters and flak?) stupidly attacking it while Guardians pool in their shield strength to keep the tank operations running. These acts buy time as return fire from the Radiance, Guardians and
Hi, I've been playing a fellow Stardock strategy game, Galactic Civilizations 2: Dark Avatar, for some months now. I'd heard of Sins quite a while back(soon after I began playing GC2), but considering it as a cliche RTS clickfest, I generally ignored, merely keeping a half-an-eye on the progress of the betas on these forums. Slowly, the clickfest expectation wore down but I wasn't quite convinced. Meanwhile, I played GC2:DA and developed techno-turtler strategies for my rare-pl
[quote] I've decided to add more mossion ideas for the TA campaign.Click here to view my first> WWW Link Mission name:Minor Races Galore. Description:A few weeks ago we entered the Xetes Alphea quadrent.After our arrival in the quadrent, we've disovered that we are in the central location for minor races.The Fundelmentalest and the I-League are operating in this quadrent.We've a
[quote]Anyhow, the more critical difference is that most naval combat simulations apply the amount of damage taken, as a percentage of the displacement, to all areas of the ship's operation in and after the battle. So for instance speed, attack, defense, sensors, range, number of troops would all be affected by a percentage equal to the perentage of damage taken against the total hit points. Some naval combat sims also allow for 'critical hits' that remove certain systems entirely like
[quote] What the hell is a 'Pulse Cannon'? Or a 'Seeker Missile'. Never heard of a missile with only 1 attack. I guess it has to be quite small space-wise to compete with the Stinger(which, incidentally, was invented by the Yor ). The 'Seeker Missile' is an Iconian-exclusive tech
[quote] one question remains... why? forgive a noob. seems if you try to lure the AI to one of the two parsecs (like I do know you can do to lure the AI to your home space to get some special attack bonuses) he/she/it will first attack the starbases themselves defeating the purpose. at least I presume this is the case. unlike miners starbases seem to be a target for the AI. or will the AI once 'locked on' to one of your ships foolishly pursue it even into the middle of such a
Here's some questions: 1. What's the economy system like? Do you have to work the majority of your game time doing work, building up your economy by 'playing the spreadsheet' and 'slider micromanagement' as in GC2, or is it something simpler and less of a focus. 2. In GC2, the raw materials are cash(BC), industrial production(MP/SP) and research(RP). In Sins, the raw materials appear to be cash, metal and 'crystal'. Then where's the research?!! Do you just unlock all the techs
You CAN capture AI ships in GC2. Invade an enemy planet when it's building one of their warships and capture the starport. Let it complete the construction and the ship is your's to keep. Or you can go to the diplomacy screen and buy them, but you'll have to wait a while for delivery if the ship is outside of life support range. Or you can establish good relations with a Good/Neutral aligned race and then culture flip them to capture some of their ships(along with their planets, galactic resourc
Hmmm... a whole game inside one star system! Seems like everyone's using 0.99c sublight spaceships. They wouldn't fare too well against Drengin in that condition. One Terror Star and game's over.
[quote] But with the tree changes made in TA, not only is it still roughly as easy, but you're basically forced to do the research for the attack/defense modules just to get your +2 speed/-3 enemy speed, etc. All in all, it makes early to midgame fighters useless. [/quote] What? You get speed-changing modules from propulsion techs, not SB Projection techs. AFAIK, various Warp Drive technologies give you Stellar Wake, Inverse Tractor Beam and Warp Field Disruptor mod
[quote] How do you not have a colony rush in your sandbox games? Sorry, can't help but be curious. Seems you'd need at least a couple. [/quote] Rare Stars Rare Planets Rare Habitable Planets Tight Clusters Huge Galaxy You send the one colony ship that you start with to the other habitable planet within your home system. After that, there are no worlds left to colonize. Just empty space with some stars and some as
In my sandbox games, I don't have a colony rush, so of course there are no colony ships. But for campaigns, I design a single Ion-Drive powered 'Basic Colony Ship' and a faster twin Ion powered 'Colonizer'. Keeping Approval at 100% for population growth, I build these colonizers only from my base world and kick them out every 3-4 turns at maximum military production with no focus. 3 turns for Basic Colony Ships and 4 turns for Colonizers. On the turn just before a new colonizer is compl
In my second DA 1.8 Maso game(with custom Super Annihilator evil-robots called the 'Qolventz Republic'), I've maxed out the missile tech tree, have 3 fully-extracted Military Resources, and have 2 Hyperion Shrinkers(one captured from the Iconians). This gives me huge ships with 1209 Missile Attack in reality and 545 in the Intel Report. The ships are a sub-standard design with a single HyperWarp Mk.2 engine and no life support. A pair of Quantum Torp 3s have mistakenly been used to fill in the l