i dunno if u missed it but u seemed to have answered the guy below me....[/quote]
I saw it but chose not to respond to it at the time. It then got lost in the thread progression.
I would suggest that you take a look at some of the stickied threads in this forum. They're not all encompassing but they should be enough to get you started. I don't mind helping people but I'm not prepared to commit to being your "guru" right now. Don't take that as a slight or anything, it's more concerning myself and where I am willing to devote my time these days. I do wish you good luck in your modding efforts.
[quote who="MarkCef" reply="3" id="2134961"]Also, do the Ancients have the ability to make refineries/turn trade ports into resource harvesting enchancer-things? I can't find any ability to research it but one of the things I can research called Gate Trade deals with increasing the cargo size on Trade Drones and Refinery Drones. Now seeing the word Refinery Drones makes me think there is one for the Ancients and I just can't seem to find it.
By the way, forget my previous question regarding the PlanetSize mod, I realized its rather fitting for the much larger planets/grav wells as it gives more room to maneuver and also seems more realistic(?). Gonna stick with it while I use this mod.
No the Ancients don't have refineries. They do get Space Gate Trade though. It doesn't list it in the research entry but it does apply a resource income bonus to planets with Space Gates. At one point, that modifier didn't seem to actually work though even if it was applied correctly. I am not sure if that is still the case or not. I thought I had noticed that it was actually working now. Unfortunately it is out of my hands if the modifier works properly or not as it's an engine issue and in IronClad's hands. That was the idea for the Ancients though, no refinieries but resource boost via the Gates.
Also, Dolynick. I know you said that you were going to/are playtesting the Wraith to see if there is anything that has issues, but one that I'm pretty sure is an actual mistake is that the Wraith's cultural resistance research tab does not work because the pre-req does not exist in their tech-tree, in the most recent build of the game.
I believe I have already spotted and corrected this in my Wraith playtesting and in the current build version. I also corrected several bugs with their new defense research upgrades and their star base's abilities.
Perhaps its just because I started playing again recently and am still rusty but it seems like as the Ancients my economy is incredibly slow to start. Maybe I've just been unlucky with the latest string of maps I've played but it seems like it takes a good amount of time before I can actually build three military labs, research Aurora, and build one. However, I'm not disappointed when i DO eventually get it as it looks amazing and is quite strong. Anyone have any tips for playing as the Ancients? Should I be stocking up on the corsair more? I usually have the first cap and about 6sh corsair ships before I get my first Aurora. At first I went and got the first heavy cruise possible but it seemed like it was too weak and I should just save up for the Aurora or Andares(sp). One a side note, thinking of testing out the Wraith soon, that Hive ship with like 11,000 hull is pretty tempting, but i'll definitely miss the shield effects. Nothin like loads of Wraith ships pounding away at an Aurora/Andares. Haven't gotten the bigger ships yet.
It's probably not just you. I tend to play slow, long games anyways but I do find that when I use the Ancients I have to be patient and cautious in regards to expansion and being too aggressive.
There were posts a few pages back concerning some starting strategies some of use for the Ancients but they have seen some fairly major balance revisions since then as well. Nowadays my start is usually as follows:
1) Build scouts as needed and a colony frigate. I build two military labs right away and research the Imperium Revenant. I also upgrade my fleet supply if i'm playing with a fleet cap that requires it. I build one Corsair as soon as possible as well.
2) I send my Corsair to my asteroid to take out the two militia ships. My colony frigate goes after it once the milita ships are getting close to dying. Meanwhile I am researching Destroyers and/or building one while my capital ship is constructing.
3) I build one or two destroyers and research battlecruisers. My Revenant tends to arrive after the first destroyer is built. My cap ship goes off on it's own and tends to be my primary offense or holds a choke point by itself at this point. If possible I also research my first shield upgrade and first laser upgrade.
4) I expand so that I can get enough planets to support 3 civil and 3 military labs. Once I have 3 military labs I research Auroras. On the civil side I go for subspace transmitters (and constant communication if I'm playing a non teamlocked game vs the AI) and trade ports. Researching Ion bolt for the battlecruisers is a very good idea as well.
5) I focus on some culture and trade ports at my planets to boost my economy. My basic tactical group is 1 destroyer, 2 battlecruisers and 1 Aurora. If it's larger than that I tend to have either 2 to 1 battlecruisers to Auroras or 1 more battle cruiser than I have Auroras. I may also have a lone Aurora doing raids off on it's own depending on the game. Researching Adaptive shields for the Auroras is a good idea as well if you can do it at this point.
6) If I am meeting strong opposition or feel threatened I will go for a star base at my most critical choke point. Research Recharge and give the base 2 levels of that. Support the base with 2 repair platforms. Keep your defense fleet within range of the Recharge field and you have an incredibly strong defensive position. I have defeated huge hostile fleets with a handful of ancient cruisers in this situation where I should have normally been overrun. Add a Mirus or two to the defense fleet and the Planetary ark upgrade to the star base for a nearly uncrackable planet (for the AI at least).
Some general notes:
-Your cap ships are going to be extremely powerful, especially once they level up. I often have games where my lone Imperium Revenant engages an entire empire in the early game. If they are not focused on just me, it is sometimes possible to virtually defeat them with it alone if it has leveled up prior to engaging.
-The outright combat stats of the Battlecruisers are definitely inferior to Auroras but don't underestimate them. They carry 6 puddlejumpers that do 16 dps each. They are highly effect against lighter frigates and as anti strikecraft as well using their laser weapons. Your Auroras do a much better job of staying in a straight up fight and taking damage though.
-While Ancient ships have impressive weapon damage stats, usually only the beam weapons are primarily forward firing for the majority of the dps rating. That means that while they do pack a good amount of whallop to the front they will effectively engage enemy fleets much more effectively if they are positioned in the middle of a fray and can fire their side facing weapons as well. As an example the Aurora can engage 5-6 Advent Destras head on and win but if you can get it into the middle of them where it can fire more of it's drone launchers and laser turrets it can beat 7 or more Destras (it's own fleet supply weight or more) by itself. Only the Destroyer and the Ultionis are primarily front firing when it comes to the larger Ancient ships.
-The Anicent economy can be a little weak, especially off the bat as they struggle to balance the large fleet supply requirements of their ships vs the fleet supply upkeep costs in smaller fleet games. On the other hand, I tend to lose very few ships (cruisers at least) for most of the game (if any at all in some) so I tend to not have to spend nearly as much maintaining my fleet and rebuilding after a battle. Most often my post game summary shows that I spend a fraction of the amount of credits on ships that my opponents did even though my fleet size may have been equal or larger than theirs. That also means that I tend to be able to focus on research and giving my ships an even larger power advantage over my opponents. This is particularly true if I have used my Revenant as my primary offense for much of the game (and kept it alive of course).
-Ultimately, an Atlantis and an Imperium Revenant are my endgame tactic. They are extremely powerful together (even just the two cap ships) except when facing phase missiles. If dealing with large vasari fleets, add in support cruisers and any additional firepower you deem necessary. Tantillus and Clone Frigate will also win you the game for certain if you have enough time. I have not used or needed that strategy in some time though.
Now, this is my typical game and by no means the only way to play them.
-dolynick