MaarekStele

MaarekStele

Joined Member # 711381
0 Posts 7 Replies 350 Reputation

I moved to 1.1 beta, because I ran into the split game with my friend that wouldn't fix itself. We could trade cash and I could only see him move 1 of his ships, everything else was done by the AI in my game. He saw something similar but in reverse. The AI was controlling me, could not see MY ship movements, and we could trade credits, metal, and crystals.

19 Replies 12,881 Views

The Vassari normally has to wait longer to obtain the trade posts, so build your first cap ship, build a bunch of frigs, and get the initial hull reinforcement, metallurgy, and weapon upgrades. Than expand to nearby asteroids and planets. Make sure your scouts checked them out. Some might have 10 or more militants which you'll need to combat with more frigs. Here's my beginning: (everyone has one and is different) cap yard cap ship crystal, than metal extractors<br/

8 Replies 7,270 Views

I've created and modified some of the existing maps, named them without spaces, have them in the galaxy folder, and other players cannot connect. They receive the message file not found. I also emailed the map to them, have them place it in the galaxy folder and the same message appeared. Is there a fix for this or is this not a valid option?

8 Replies 4,985 Views

[quote]Here's an annotated game as TEC against 3 locked/aggressor hard AI. It's a testament to the deterrent power of turret clusters at frontline planets, and features several other AI tips & tricks.The default filepath for records for me was C:\Documents and Settings\User\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\AutoRecord-SinglePlayer1v3 Record[/quote] yup, it's not saved locally to the game install location which is where I thought it was initially.<br/

13 Replies 43,275 Views

the flagship is the regrouping location for all ships in the current fleet. If you have your flagship in a different system, the rest will follow or they will all go to the same location in the gravity well. They don't have to be the strongest ship. If you make it a carrier, than most of your ships will stay out of range till to tell them to attack, or the auto attack is initiated.

6 Replies 3,967 Views

the turrets only help against the seige frigates on the AI rush, anything else bombers/fighters will take them our or the player will take their time and move around the grid. repair bays, hangars, and everything else work. Also have a fleet on standby to move in from the right location (like everyone else is saying). Another Major point. Population and Defense planetary improvements. If time is against you, you better have better defenses to slow the planets destruction bef

13 Replies 43,275 Views

For Vasari in a large campaign, I find that portals and jump bridges to choke points are best suited. The black Fleet helps alot in the long run, but phase tunnels can bring all your building locations to the choke points quickly. Yes, it's not used early on, but actually shrinks the size of your system. A lot of games that I've seen are 1 star, but I like the multi-star systems where you each have your own place. This slows an attack against YOU and the offensive rushing attacks aga

58 Replies 31,695 Views

I find it better to have your own star so that everyone needs to research their ability to jump to another star. This allows you to build up your research, fleet, and planetary defenses. In turn this delays the AI's ability to ally up early on. Doppleganger is my favorite map since everyone starts from their own location. Also I used Galaxy forge to make a couple of custom Doppleganger maps with additional planet and stars for more players. The downside is that your choke point is t

35 Replies 24,803 Views

Since the nerfing of the siege frigates they're only good for a flank or diversion. If you've scouted a system without defenses, send them in and the defending task force will move. Unfortunately will be lost if there's no cover, but you can move in to take a larger planet that will hinder your opponent's income and production. Paired up with cap ships will make a good raise across a chain of systems if you only plan on wiping out the opponent instead of making claim to the system.

28 Replies 18,622 Views

If you expand to a point where their's only 1 space lane into the system for the opponent to enter, than keeping a fleet there would be a suitable choice. What you want is to have a limited number of entries into your "area" of a system and guard them with additional ships. What you don't want is to spread your fleet too thin while upgrading. Have allies at your flanks and attack distant targets, that would work best early on.

14 Replies 8,280 Views

[quote]Quick diplomacy fix: make everyone start as neutral instead of shoot on sight. This would make the current diplomacy system useable atleast.You would have to declare war before your ships start shooting others down.Be sure the AI doesn't exploit it too.[/quote] Watch the opening credits, you CANNOT have neutral starts w/ the AI (unless you put them on your team). It's a new war and being chums in the beginning will case future problems. To keep the game interesting I can unders

1,040 Replies 559,503 Views

many multiplayer games last from minutes to a couple of hours, so alot of the advanced upgrades are never reached. A multi-system unlocked game against a number of AIs makes the game unique to any other RTS out there. Hense the RT4X Genre.

17 Replies 20,755 Views

The empire bar shows everything from Antimatter, shields, and hull damage. It even flashes when the ship is being attacked. You're used to the traditional land based RTS, try HOMEWORLD. You'll see a similarity in the 3D aspect, but only in 1 system. I'm happy w/ the R&D and that it's not overkill like GalCiv, but the ships be setup differently for each race rather than a different model (that's what made StarCraft unique). What I mean is that one race can emphasize

6 Replies 12,322 Views