Given the huge size of this scenario, I'd recommend using a fleet of bombers. Against the AI, this is largely foolproof if you have enough of them ([i]at least[/i] 50 squadrons). A large force of bombers can usually torch anything in their path, and requires some advanced tactics to counter that the AI just won't pull off. The fact that you lost to pirates indicates to me that your fleet is probably [i]much[/i] too small. It can be tricky to balance fleet and e
Darvin3
If there are 80 colonizable planets, and you capture one planet every 5 minutes on average, that's 400 minutes to capture everything (almost 7 hours) even if you have [i]no setbacks[/i] whatsoever. A scenario this large is going to take a long time, end of story. In any case, your best approach on such scenarios is always [i]lots[/i] of bombers. If you can get about 100 squadrons, you can vapourize most fleets before they even get close. This will torch pretty mu
[quote]but the harmony tree needs a lot of improvement regardless of whether those techs are there or not, and if the harmony tree is already modded (in theory at least) to be pretty good in its own right, then I don't have a problem moving those techs to the security tree...[/quote] But the harmony tree [i]has not[/i] received new content to make it more appealing. The amount of content it would need to receive to overcome this issue would actually be quite substantial.&nbs
The reason Advent hardened defenses, phase jump inhibitors, and augmented defense grid were not moved to the defense tree is because they require Harmony labs instead of Hostility labs. The Advent harmony tree is [i]notoriously[/i] sparse, with very few worthwhile techs. There simply isn't a good case to transfer things out of the Harmony tech tree, which is why these techs remained where they were. I don't know why this wasn't done for Vasari PJIs, though.
[quote]What do you guys think? Suppose im playing against three casual players on a big map and i want to smoke them but want to defend my flank positions effectively and quickly enough with a star-base. Is that viable in this current game?[/quote] No; this is too expensive and will leave you unable to make the aggressive offensive moves you need to be making. Your best approach is to purchase planetary HP upgrades to slow down enemies. They will be forced
I wouldn't actually mind a unit like this. It's easy enough to say that flak can counter LRF, but often times (especially if your Advent or your opponent is Vasari) your capital ship is already dead. Some sort of interception option would be nice, but I doubt we'll see something like that.
I suspect you chose "Point Blank" as your starting map. This scenario has both players starting side-by-side, so combat begins literally immediately. Normally on this map you'd expect to be attacked within 1-2 minutes, but since you set it to easy I could see the AI waiting 10 minutes before it invaded. Make sure, as Morthion has mentioned, to build your capital ship immediately. You also want to explore to discover the layout of the solar system. Find plan
My understanding is that you get into the beta by pre-ordering Rebellion. There was a discount on the pre-order if you already owned Trinity or the equivalent Sins/Entrenchment/Diplomacy set, but that offer has expired.
[quote]... which don't explode sometimes so gave up on that tactic[/quote] Really? Never seen that. The biggest issue that homing mines have is the damage delay. There is a delay of about a second or so between when they explode and when they deal damage. If you run a scout through a minefield at top speed all the mines will chase after him and cluster into a line. If you suddenly order the scout to stop, they will all slam into the s
The problem with resurrection is that the initial discussion is made with respect to an [i]older version[/i], and can cause confusion if people don't look at the date and realize they are reading a [i]very old[/i] topic. There's nothing wrong with creating an entirely new thread to discuss this topic if you're interested, and in fact this is [i]exactly[/i] what we're encouraging this poster to do. However, bumping old discussions is potentially harmful. </p
If you destroy an enemy capital ship or structure, and you have a capital ship of your own in the gravity well, you earn some money for the destruction. This technology is actually quite expensive to unlock, making it impractical in most situations. It's actually quite good if you're making lots of bombers and regularly knocking out structures, but otherwise you're better off putting your money into trade ports if you want to increase your income. Most of the tim
Actually, it wouldn't be too difficult to change the aggressor to spam LRF instead of LF like it currently does, which would significantly increase the difficulty. "Not suiciding on starbases", though, would be [i]a lot[/i] more challenging. [quote]That is in fact weird enought, since computers are beating humans at chess, and have a pretty good level now at very difficult games like go...[/quote] Chess is a discrete game by its nature, meaning it'
[quote]and happy also about this forum since there is NO informations in the game itself but a few poor tutorials.[/quote] Yup, the tutorials suck and the learning curve is steep. This is the only place where the game really dropped the ball. As much as we may rant about the game's shortcomings, it's still top-notch in most respects and even its weakest points still compare favourably against most RTS games out there. The tutorial is the one place where it re
[quote]No one pointed out that advent is hardest race to play[/quote] In singleplayer they're fine. This guy is still working on easy difficulty, he's not hitting multiplayer (where playing Advent is an exercise in masochism) any time soon. [quote]The victory was somewhat bittersweet since I only used 2 military labs and 2 civilian labs on my home world and just started mass producing the LRM's[/quote] Low-tech/high-upkeep empires are some of the most
[quote]Is there any other strategies you could offer? I do appreciate the Cap the LRM strat but it seems to be more bent on steam-rolling brute force versus tactical superiority.[/quote] I'd suggest learning to walk before you learn to run. Brute force isn't the end of the road in terms of strategy, it's just the beginning. Once you get a sense of what can be achieved by raw brute force and how to do it, you can start building more elaborate tactical approaches
Yup, it's a two-step change: A. auto-explore never chooses a revealed pirate base as its target B. units always avoid a pirate base when pathing unless they literally cannot get to their destinations without passing through it. Would be very nice; I often have to queue up orders to ensure my units go around pirate bases. Sometimes the "predicted" path shown is not the one they will actually take, which gets [i]really[/i] annoying since post-Diplomacy pirate b
Reducing LRF effectiveness versus capital ships is long overdue. Particularly in the case of LRM in the early-game and Assailants in the late-game, they just torch capital ships way too quickly to be countered effectively. This leaves many capital ships non-viable simply because they die too quickly.
[quote]From the actual site it says the aoe 3 multiplayer community is still alive and kicking.[/quote] There are many old games that still have multiplayer communities that are doing well for themselves. Warcraft II (yes, that's [i]two[/i]) online community is still doing fine, and it predates AoE3 by [i]a full decade[/i].
The only thing about Vasari that definitely needs a nerf are phase missiles. They're just too strong against capital ships.
One of the key differences between the Sins-verse and the two you've just mentioned is the way surface battles are portrayed. In both of those universes, surface battles are exceedingly important. In the Sins universe, they're portrayed as completely irrelevant. This seems to indicate that orbital weapons are [i]so powerful[/i] that anything that you could possibly build on the surface is completely harmless by comparison. From this, I'd say that the firepo
A lot of this comes up to opinion and taste. The only [i]really[/i] questionable stuff on this list is the inclusion of AoE3 and the very high placement of E:TW. I don't have a problem with counting the Total War series as RTS, though you are blurring the lines by doing so. I tend to think Starcraft II is placing highly because of how new it is and how much hype surrounds it. I'd probably put it near the bottom of my top 10 rather than near the top. I&#
Online, everything is about reputation. People [i]know[/i] who the best players are.
For a total conversion, yes, but at that point you're basically throwing out the game as it exists and building a new one from scratch.
[quote]I always wondered what the consequences would be for the game if it took 100AM to jump, rather than just depriving you of 100AM if you have 100AM or more. [/quote] Would mean you'd need to [i]heavily[/i] nerf any ability that removes antimatter (detonate antimatter) because they'd basically be a gravity bomb with a duration longer than cooldown. And you'd need to completely redesign the Disciple (which has antimatter but no AM regeneration), and this woul
[quote]Advent starbases, with meteor, are still a crappy starbase. Its laughable to even compare them to the orkulus starbase anyways[/quote] Depends on the fleet size we're talking about that they're fighting against. If we're around 500 command points of units, Orkulus is the god of starbases and even a small amount of healing makes it invulnerable. Once we start pushing over 1000, Orkulus loses its luster and can be bowled over by brute force and none