You can get those buttons by selecting the allied units. Just select a grav well that has allied units and you can select a group of allied units like you would your own fleet. Once selected you get three buttons. *set ally to attack *cancel order *set ally to defend Click ally attack and then pick the grav well you want them to attack or zoom in and select a specific target.
mbar8
The 4v4 with jj was a great example of feeding, econ and being in the pocket. But also a nice attempt at culture shock by chaostheory. Almost worked. Major wang was a feeding machine. I watched the whole replay from John James perspective and it was constant click click click credit, metal, and crystal. Then the stats at the end showed Major Wang's economy was over powering. Good game all around. First time I saw the z-axis put to use in battle too. Thanks again for the replays, Astax
I would like to see the AI adjusted because of the weakness of the siege frigate. The AI typically builds 5 siege frigates when it's fleet is in the 250 to 400 supply range. By doing this it puts itself at a disadvantage. IMO the AI would be better off building light frigates or long range frigates OR just investing that money and supply into a capital ship. There would be extra cost investing in command for a cap. Well worth it though when comparing the survivability of a cap with
The Ogrov is powerful enough against static starbases. Use them like you would a siege frigate. Only send them in when the fleet has established superiority. I keep the fleet away from the starbase as much as possible. I use carriers with bombers against Vasari bases. Not sure about the starfish but since advent is superior with strike craft I'd focus more on bombers and use the starfish on fixed turrents like other have suggested.
I was pleasently suprised. The way the last part of the season had been going I thought we would see 30 minutes of prep for the batlle, 60 minutes of battle, then 30 minutes to wrap up all the story lines. But instead they jupmed away with Hera, found Earth and still had 60 minutes to go. * Tory died. Finally got what was coming to her. * Starbuck disapeaered. Hey is that what we're like in our dreams? We're angels and then when we wake up, poof, we're gone. [e digicons]
Gad. I hope not. The last thing I want to worry about is the AI developing a novalith against me. Thankfully you can knock them out by destroying military labs.
I think we all have WTF just happened moments with this game. And I mean WTF as in NO WAY THAT JUST HAPPENED. I was just playing single player against Advent and I had the fleet cornered in an astroid and I had destroyed all structures in the connected homeworld. The fleet was at the roid and I sent everything I had at them. They wiped me out. I reload my save, upped my fleet and sent them in again. They wiped me out again. I was fuming mad!!! HA HA I have to laugh at it. I was so m
My v1.15 saves are okay. I updated Sins to v1.16 first then Entrenchment v1.02. My old Entrenchment replays work too. Sweet!
For urban fantasy try Night Watch, Day Watch, Twilight Watch and Last Watch by Russian author Sergey Lukyanenko. Each book has a common theme and 3 linked stories. VERY well written with twists and turns. Here is the wiki link to Night Watch. It does contain spoilers though so be careful. http://en.wikipedia.org/wiki/Night_Watch_(Russian_novel)
Sounds good to me. But I'd also like a fleet cap option and maybe unit caps or option to remove units.
I thought it would be interesting to make them a playable faction. Others have modded for it and in looking at the Forge Tools data they are set up as PlayerPirate.entity but the line "isSelectable FALSE" I was going to tweek that in a personal mod and from the looks of it pirates would simply play as a different TEC faction. But it would be interesting to set them up as playable but not colonizing. They would only capture and convert other ships. Imaging a fleet of pirates made
I like the marble "monolith" look of the Advent starbase
Wow. Thanks!!!! Fixed everything I found and about 25 things I didn't!
And the easy answer goes to Annatar11. [e digicons]:D[/e] Hey, I woke up at 3:00 a.m. today and I'm a little slow.
To check your place among the factions click on a empty spot on the map then hold the mouse over the 3 small windows to the left of the unit window (the window that has a small picture of selected units) They will have a small "medal" icon with a number rank for empire, military, and economy. Hold the mouse over either and a window will pop up to the right with more ranked stats for things like fleet size or research. It doesn't give exact stats but it does let you know where your empir
Just hold the mouse over the research button and a window will pop up in the bottom right to show the number of military and civilian labs.
How many turrents do you build? You may find that turrents act as more of a deterrent than hanger bays. I focus on repair bays and turrents first. As a matter of fact I've not built hangers at all lately. Here's a thread about playing against the AI that I've found useful. https://forums.sinsofasolarempire.com/341840
I was suprised to see something like this on a 4v4 game. The advent faction I had been fighting showed as broken in the diplomacy screen. In reviewing the replay I think what triggered the surrender was on my front they lost a cap ship. But they were also fighting another AI and lost 2 cap ships to them. They lost their 3 cap ships at the same time and gave up. They had 5 planets left.
Ah! Thanks for clarifying the difference in trade between Sin 1.15 and Entrenchment 1.01
Someone can correct me if I'm wrong but I think in order to have a chain of trade routes they need to be linked in an unbroken chain with no gravity wells inbetween. The trade ports will need to connect. I'm currently in a game where I needed to fill some holes in the trade line I thought I had established but they were through one worm hole and one asteroid field. In order to link them I placed a starbase with trade facilities in them which linked the chain.
[quote]Having upkeep based on your current army size worked in Warcraft III because resources were finite; the map would eventually run out of them. It doesn't work in Sins because the map never runs out of resources. In fact, quite the opposite, it just becomes easier and easier to make more and more money.[/quote] That is a very good point. The upkeep does seem to be tweeked just fine considering the steady income and resource rates.
Thanks for the replay. I need to be more methodical in my expainsion, chain my attacks, I also need to stop wasting time with turtling. 2 or 3 repair bays and a handful of turrents work very well as long as you rebuild lost turrents.I sure hope they get rid of the flak fire from unconstructed hangers in the next patch. I learned alot. Thanks. Post more if possible.
Howdidudothat , do you have any plans to have Gold List replays posted? It would be a great learning tool to watch seasoned pros in action on a multi-player replay. Heck it would be great if Blair could post some replays of himself using a Kol to blast strikecraft.
As far as the phase lane thing and static worlds, this is really not a problem for me. I just imagine it differently than it's presented in the game. Instead of say "this map is a solar system and it has planets and resources" I tend to think of it as each planet IS a solar system and the entire map is a galaxy or a stratigic portion of a galaxy. Then static positions makes sense. I would think for every known solar system only a handful of planets would have any stratigic or resource va
[quote]Fund him beyond what he asks for.[/quote] I always wondered if giving extra did anything. Nice proxy tip!