xDarkxIdealsx

Help with getting surrounded easily

Help with getting surrounded easily

 

I've been playing this game nearly nonstop ever since I got it a few weeks ago. In my last game on normal AI difficulty i had been able to hold up a decent early-mid game empire and fleet and a great economy without trouble. I was able to get pretty much every important military tech, Civic tech up to tier 4 or 5 , and had even made it all the way to twin fortresses (I'm playing tec loyalist mainly because of abilities like twin fort) while researching almost all defense tech as well.

My main fleet contained 2 or 3 Kol battleships, 1 Akkan cruiser, 1 Marza, 1 Sova Carrier, and 1 Dunov for my capitals. I also had 6-8 Javelis LRM, 3 Hoshiko Robotics, 6 Garda flak, 3 Cielo command, 4 Kodiak, and 4 Percheron Carriers. I had the world directly southeast of the enemy advent capital armed to the teeth with 2 nearly fully upgraded star bases, 2 gauss turrets, and 2 hangers, which protected my capital ship factory and repair stations. I controlled about 7-8 other planets/asteroids, and had my capital planet safely in the middle of it all with a Novalith i kept shooting at their capital planet.

I stationed one of the Kol at the only other connection to the enemy capital (southwest corner of the map) and built 10-15 more frigates to make a small fleet there. The advent somehow went around the upper border of the map and destroyed all the vasari that were in the east and were able to surround me, I tried to react to their small hit and run raids by checking out their capital while they were gone. I scouted their forces and went to leave, but noticed a titan foundry and before i could even turn around to attack it the advent rebel titan finished building and attacked. I retreated, then immediately started the last 2 titan researches, and tried to stop some of the hit and run's on my outlying planets with about half my fleet. The eradica was somehow able to quickly sneak all the way around the upper border and attack me from the southeast. I took my fleet and my new Titan and focused all fire on their capital in a last ditch effort to do more damage then them while firing the novalith like mad. I managed to take their capital but not before they brought down all but one of my planets including my capital. the only one left was the one with two star bases. My titan and my whole fleet was actually superior to them in sheer firepower but the fact that they surrounded me and destroyed my research facilities made it impossible for me to make new cruisers and upgrades.

My question is what can i do to stop from getting surrounded within only an hour and a half into the game like i just described? and what did i do wrong? My economy was great, i had trade posts on 5 planets, over 15 metal/crystal extractors, population/taxes upgraded etc.. but i did something wrong i guess? And what other tips can you guys give me for playing as Tec loyalist.

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Reply #26 Top

well, i know the wasn't any PJI in the area, it was a small asteroid with real low logistic supply even when upgraded (i know because i owned it until they took it from me earlier in the game) and they already had 3 labs, a trade port, and a broadcast center, all of which i destroyed. I made sure there weren't any structures standing, or is there a way to make a PJI invisible or something?

Reply #27 Top

Quoting Greg30007, reply 23


Was either of those 2 disabling capitals (Akkan, Egg, Radiance). You can always try manual move over the edge of gravity well and then jump order as this tactic is always faster. For some reason with auto path finding ships always have to jump on corner of "jump square" 

 

 

There were 2 vasari capital ships 1 Vulkoras Desolator and 1 Antorek marauder, along with 2 other ships; 1 skarovas enforcer and 1 sivuskras ruiner, for a total of 4 ships

Reply #28 Top

The Antorak Marauder could have been using phase out hull on your ship when it was retreating which would cause it to forget it's last order and begin auto attacking.

Reply #29 Top

Quoting WOEaintME, reply 28

The Antorak Marauder could have been using phase out hull on your ship when it was retreating which would cause it to forget it's last order and begin auto attacking.

 

Well that's a pretty sh*tty thing to do to someone lol, good thing I decided to use diplomacy on the Vasari this time, 4.52 relationship should mean a cease fire soon. But wouldn't that phase out effect wear off after a few seconds, or after i input a new order? I spent about 5 minutes trying to get it to retreat, you'd think the Antorak would run out of Anti matter by then if it was continually using abilities.

Reply #30 Top

The Antorak only has the one combat ability so it doesn't burn through antimatter all that quickly, especially at higher levels with the extra antimatter it gets from its levels.

As for movement after the effect, if you issued a new order after your ship got phased out then it should follow that order when it phases back in (I think it works if you give the order while still phased out but I'm not 100 % sure so don't hold me to it as you may need to wait until your ship phases back in to give an order that it will acknowledge and follow).

If the Antorak had sufficient antimatter it would likely phase out your ship again shortly after it phased back in and all these phasings could easily lead to you missing a phase in, thus resulting in your ship engaging in combat for thirty seconds to a minute while you looked at research, built ships, etc. In addition, phase out hull deals damage to your shields, which were already down I assume based on you comment about having hull damage (although phase missiles could have done some of that), which would prevent even the slightest bit of shield recharge. This would mean that every single shot at your ship in between the phase outs would hit the hull, which can be potent when up against a Vulkoras.

Hope I've been able to help you a litte, or at the very least that I haven't hindered you any. 

Reply #31 Top

Yeah, you've helped. I managed to get a ship away from a  phase out ability a minute ago. I allied myself with the Vasari to take out the Advent and once the advent were defeated enough to get the smashed glass logo over their diplomacy picture the freakin Vasari said, "sorry, this target is too tempting" and betrayed me, going after the advent capital we just captured -__-  I even had allied victory on! WTF?!?  

 

They really hit me hard too, before the betrayal I had 3 cap ships (1 level 6 akkan, 1 level 5 sova, and 1 level 5 Marza) along with 18 corvettes, 23 Javelis LRM, 13 cobalt light frigate, 11 Hoshiko repair frigate, 9 Percheran light carriers, 4 Kodiak heavy cruiser, 4 Cielo's for a total of 82 frigates and 3 caps=85 ships.  After the battle I lost my Sova and Akkan, while only barely saving my Marza, and only had 5 Cobalts, 4 corvettes, 6 Javelis LRM, 3 Hoshiko, 4 Percheran, 3 Kodiak, 2 Cielo = 27 frigates + 2 caps, 29 ships total left out of the 82 I had.  

In order to stand a chance I had to retreat and try to rebuild, I hurried up and finished the Ankylon Titan I was working on, and tried to build a few replacement frigates.

.......................................................................................................................................................................................................

Well, I went head to head with their "backup fleet" which had 4 capital ships and 50-60 frigates. I lost 3 more capital ships and SOMEHOW my level 4 titan that i had just made, I managed to replace the capitals and actually chase the vasari off. Now i have a sova, marza, and dunov, with maybe 15-20 frigates at most, and their backup fleet is still almost as strong as my only fleet, while their main fleet is nearly twice that size; how the hell is normal AI able to muster up enough money to make two 60+ ship fleets and completely replace their losses like it's nothing while still spending the cash to conquering planets and take out the other AI that they killed earlier? I just don't understand how i can't afford to make anywhere near as big of a fleet as the normal AI, considering I'm a TEC loyalist, which are SUPPOSED to have a much better economy than the others?   I'm not giving up though, I'm an idiot like that; otherwise i'd have never beaten dark souls with a melee only character lol.

Reply #32 Top

What lvl AI are you playing against.

As for my opinion I think that you are mixing your fleet way too much. For instance corvettes against AI other than harassing fleet are useless. And as harass you need 60 at least to be effective and attack elsewhere not with your main fleet.

As for mixing fleet you got a lot of different ship types but are they upgraded in shield hull weapons any abilities? With not much ships of same type with auto attack, as I suspect you are not doing a lot of micromanagement, they will attack different ships therefore small amount of ships will attack 1 ship so it will took a long time to take it down.

What is also happening to inexperienced players is that they are focus firing enemy capital ships and they do not bring enough fire power to take it down in very short time. They are focusing caps while enemy is destroying their frigates which are damage dealing ships.

Capitals are very useful but they are useful for their abilities and lvl 10 capital is about 100x more useful than lvl 1. So try to build less of them bring them to high lvl (6 or above) and then build another one. Also experiment on how to keep them alive....

Also are you fighting in their gravity well or yours? Vasari turrets in upgraded have a very nasty ability which disables any passive regeneration and its very deadly against high hull ships.     

Reply #33 Top

Quoting Greg30007, reply 32

What lvl AI are you playing against.

As for my opinion I think that you are mixing your fleet way too much. For instance corvettes against AI other than harassing fleet are useless. And as harass you need 60 at least to be effective and attack elsewhere not with your main fleet.

As for mixing fleet you got a lot of different ship types but are they upgraded in shield hull weapons any abilities? With not much ships of same type with auto attack, as I suspect you are not doing a lot of micromanagement, they will attack different ships therefore small amount of ships will attack 1 ship so it will took a long time to take it down.

What is also happening to inexperienced players is that they are focus firing enemy capital ships and they do not bring enough fire power to take it down in very short time. They are focusing caps while enemy is destroying their frigates which are damage dealing ships.

Capitals are very useful but they are useful for their abilities and lvl 10 capital is about 100x more useful than lvl 1. So try to build less of them bring them to high lvl (6 or above) and then build another one. Also experiment on how to keep them alive....

Also are you fighting in their gravity well or yours? Vasari turrets in upgraded have a very nasty ability which disables any passive regeneration and its very deadly against high hull ships.     

 

I'm playing against 2 normal AI enemies vs just myself on my side. The corvettes were recommended by a couple guys, i think it was geofan, not sure though. They recommended to spam out cobalts and corvettes early game until i had at least 15 of each then to get 15-20 javelis in mid game. I did upgrade them somewhat, I got a couple missile upgrades for javelis, 1 shield/hull upgrade which i think applied to all frigates, and 4 laser upgrades. I didn't just leave them on auto attack though, i usually focus fired them on to capitals or the most dangerous frigates, but I wonder if I was focusing too many ships on one capital/heavy cruiser and maybe should have split the fleet up into 2 or 3 focus fire groups. I used to just lump every ship into one "fleet" group, but I found out it's better to "fleet" group them by type i.e. put all the cobalts together into one group, put all javelis into another, etc..

I tried to limit my capital ships to 3 or less, I typically stuck with an Akkan for my 1st due to it's colonize ability, then got a Marza for planet bombing and straight DPS, and lastly a Sova carrier for fighter support without the cost of percherons, embargo's usefullness, and it's decent base attack. I had gotten them up to at least level 4-6, and got one Akkan up to level 8, but they keep getting destroyed even though I pull them out of the fight with over 2,000 hull left because of the OP vasari capital ship abillity that cancels your retreat orders so you can't phase jump out. I've lost so many ships that way, lol.

I'm usually in my gravity well, because mid-late game i'm being "hit and run" raided from so many directions that I don't have enough time or credits to move my main/backup fleet into enemy territory or build another fleet to do it instead.

Regarding the ship's being too mixed? Yeah, i think you're right, I just watched a video of a guy that did an "almost" perfect strategy for TEC loyalist, the only thing he did wrong was making too many capitals early and using 2 kol battleships, which apparently are widely considered useless (although I think they're sort of ok for normal AI) He had 2 Kol Battleships, 1 Marza dreadnaught, 1 Akkan battlecruiser, and 1 Sova Carrier. He used just capital ships with a couple scouts and cobalts thrown in every once in a while. He did alot of economic research and trade stations until he was making a quite good 31 credits/second, put up 3-4 starbases on different border planets, and when he had 6-8 planets colonized and was getting raided often he made 20 Kodiaks and 30 Javelis, and upgraded the missile research on the javelis 5-6 times. The overwhelming missile barrage was enough to take down 4 level vasari capital ships and 20 vasari frigates with only his 1 Kol, 10 kodiak's and the javelis. So I think rather than making 10-15 cobalts, 10 corvettes, 15 javelis, 10 hoshiko etc.. that I should stick with 2 or 3 ship types in each fleet; maybe use 25 javelis, 25 Garda, and a capital ship on 1 fleet, and 20 Kodiak, 15 Percheron, 15 Hoshiko and a capital ship in the second, would that be more like you were saying? Less variety, more quantity?

Reply #34 Top

Yes. Less variety and max upgrades are way to go IMO.   

As for economy. Not sure what you are used to but 31 cred ps doesn't sound that much to me at all.

You could try this. Build akkan and keep you fleet supply not upgraded and fill up slots with cobalts. Skip planets to get to choke points colonize them and Star base them all. Now upgrade capital slots and build as many capitals as you have choke points. If you found good chokes that should be 3-4 more capitals. Keep one capital ship per choke point while you backtrack with akkan and colonize all planets that you skipped previously.

If you get attacked on those chokes make sure you have upgraded repair bays and that you are fighting near your star bases. This way your capitals will get fast and high lvls. Keep your star bases at minimum but sufficient upgrade lvls. Point here is that you secured decent amount of planets by rushing to those chokes and setting up a barrier for ai expansion. 

Now any spare resource you can get invest in developing your economy. Extractor boosts. Population upgrades on Terrans. Vulcan and Ice population upg are useless. And spam trade ports. What most newbs do is they invest in resource refineries but other than few exceptions they are useless. Fill up your planets with trade ports more than one per planet. Don't forget about culture but don't build temple on every planet.  

Not sure how aggressive normal ais are but your caps should be decent lvl by now. Now do your military research build titan and move your production facilities on choke point you will attack from. If not already scuttle factories on HW to release more slots for research labs. once majority of research is done start upgrading your fleet supply and start building whatever ships you decide to go for. If titan is one of those set it to hold position and send it at pirate base if you don't need to go trough enemy space. When pirate base is clean of all ships your titan should be lvl 3.  

I would go for carriers and HC with few hoshikos.... When you think you have enough attack. This now is trial and error but commit to attack only if you are going to win the fight and that gravity well.

TIP:

AI has serious problems in fighting in multiple gravity wells at the same time. So if your economy supports it build few star bases in gravity wells you are not fighting in. You might loose 1 or 2 but that 3 rd or 4th will get build and it will seriously confuse it to the point when he will send 10 ships to attack fully upgraded star base. Once those sbs are build thnose gravity wells are as good as yours.

Reply #35 Top

Quoting Greg30007, reply 34

Yes. Less variety and max upgrades are way to go IMO.   

As for economy. Not sure what you are used to but 31 cred ps doesn't sound that much to me at all.

 

Well considering he only had 6 or 7 planets (1 or 2 of which were asteroids) I'd say that's pretty good. It was less than 2 hours into the game when he had that much. Normal difficulty on a medium map doesn't give as much money making opportunity as large multi star hard AI maps would. Honestly it seems that if I focus on the economy enough to get to an actual "good" early economy amount like 40-50 creds/sec I'd end up having to skimp on my fleet to do it. I've had times where I had at least 10 planets with 5-6 trade ports and a few starbases with trade bays, and only had like 27 cred/second, how much do you usually make that early in the game?

Reply #36 Top

I modified my previous post

Reply #37 Top

Quoting Greg30007, reply 36

I modified my previous post

Hmm, Interesting. I think I'll try that. I just started a new game 10 minutes ago, I'll test out some of those ideas.

Thanks

Reply #38 Top

I dont want to sound negative but ummm i was watching one of my mentees play 1v1 vs AI last night and he had 82 credits/s at 32 minutes. I dont know how the game changes 1v1v1 but just having like 1 trade port on each planet in a trade line would give you like 40+s or 50+s without much expenditure on your part as you dont even need extra labs ( assuming you make at least 2 civs labs for planet colonization research). I still think you waste too much on useless research.

Reply #39 Top

Quoting Greg30007, reply 34
You could try this. Build akkan and keep you fleet supply not upgraded and fill up slots with cobalts. Skip planets to get to choke points colonize them and Star base them all.

 

I think it would be better to go 2-way colonization. Build an Akkan and get chokepoints, and first frigate should be colony ship and some cobalts (like 5-10) and the protev should be accompanied by the cobalts and take the easy asteroids and dwarf planets around you, these will improve your early economy by a huge amount. Skipping these is not a really good idea, the extra resources help immeasurably in setting up defenses on the borders. But never forget to upgrade the population to lose the underdevelopment, and build all extractors, after several years I still manage to forget these too often :D BUT never bring in your protev until most militia has been cleared, not a clever idea to lose an expensive colony ship early game.

If your startes is not an Akkan (so you want to get the Marza level6 ability as fast as you can), you can still do the 2-way colonization, just build 2 protevs, the Marza has so huge firepower it will easily clear most worlds fast and meanwhile get some nice levels.

So, 2 smaller colonization fleet is the best, Akkan alone can deal with most planets (though the heavily defended terran and desert worlds with several heavy cruisers shoud be avoided unless you have frigate escorts.), and the protev+cobalt fleet will easily take easy worlds (asteroids, dwarfs, lightly defended ice and volcanic planets).

Remember, it is just Normal AI, it does not get resource cheat like Hard does, so if you take more than 50% of the map in a 1v1 you are winner, though smaller territory is more than enough because AI likes to waste tremendous recources by attacking starbases with miserable fleets and lose them all without dealing real damage to you. And the AI never goes trade-heavy, so if you do, he will be in a huge disadvantage.

A starbase with only a capital ship to help is able to fend off an attacking early-mid game AI fleet, I tried it myself many times, if you have repair you don't even have to build a huge fleet to easily contain AI, and if you place some turrets next to the starbase, it will help much. Hangar bases should be ignored unless you have their special abilities that are awesome for all races. I usually have a moderately upgraded starbase, 1-2 repair bays and 1-3 turrets next to the starbase, and expand defenses only if needed. If the AI starts to birng anti-structure cruisers, build corvettes fast and snipe those ships, his losses will be significant while you only lose some cheap ships.

Quoting JinglyGoo, reply 38
I dont want to sound negative but ummm i was watching one of my mentees play 1v1 vs AI last night and he had 82 credits/s at 32 minutes. I dont know how the game changes 1v1v1 but just having like 1 trade port on each planet in a trade line would give you like 40+s or 50+s without much expenditure on your part as you dont even need extra labs ( assuming you make at least 2 civs labs for planet colonization research). I still think you waste too much on useless research.

 

It is not impossible to go eco-heavy against AI this early, but you need to know exactly what you are doing and what you can allow yourself to do, it is very hard, like walking on a razor's edge, one mistake and you may lose too much. But if you can set up a nice eco early, well, the AI is in a big trouble :D

What level AI was it? And was the AI attacking him early?

Also, the impact of income depends on game speed... So 30 can be huge if he is playing on Normal speed, while 40 is just meh on faster settings.

Reply #40 Top

Quoting JinglyGoo, reply 38

I dont want to sound negative but ummm i was watching one of my mentees play 1v1 vs AI last night and he had 82 credits/s at 32 minutes. I dont know how the game changes 1v1v1 but just having like 1 trade port on each planet in a trade line would give you like 40+s or 50+s without much expenditure on your part as you dont even need extra labs ( assuming you make at least 2 civs labs for planet colonization research). I still think you waste too much on useless research.

 

First of all, yes, i am doing 1v1v1 not 1v1, and second, it's pretty much impossible to have 50cred/second with only 7 planets without ridiculous amounts of intevention (i.e. several trade ports per planet, etc..) Trade ports only give 1.4/second if they're chained, and i believe 1.1 if they're not. I said that with only 7 planets that over 30/second was decent, and it is, because the only way to get 50/sec with only 7 planets/asteroids would be to put like 2-3 trade ports and at least 1 or 2 refineries on all 7 of them, plus having at least the first 3 industry research tiers maxed out. I have 6 planets on my new game, 18 extractors, 4 trade ports, max planet development taxes, and maxed out the first 2 tiers of research on industry and i'm only gettin 24.6/second.   So in other words, the guy you were watching was probably alot better than most of us (being your mentor I assume he is) and probably had like 14 planets colonized by 30 minutes in.

Reply #41 Top

Nah i was teaching him how to play, he had like 6-7 planets as far as i remember. I have no idea what you just wrote. Is income different on other game modes/types as i only play the settings used in multiplayer..ie.fastest speed, no pirates, quick start?

Also regardless of game speed the trade income increases exponentially the longer your trade line is, its never a static number.

 

Reply #42 Top

Quoting JinglyGoo, reply 41

Nah i was teaching him how to play, he had like 6-7 planets as far as i remember. I have no idea what you just wrote. Is income different on other game modes/types as i only play the settings used in multiplayer..ie.fastest speed, no pirates, quick start?

Also regardless of game speed the trade income increases exponentially the longer your trade line is, its never a static number.

 

 

Ohhh, I thought you said men"tor" sorry. I don't know why you'd be getting different income but my trade port chain has 1.1 for all trade ports not in a line, and 1.4 for all that are, and it doesn't seem to change even when i chain a line of like 6 trade ports, I've even used starbases with the trade bays upgrade; on that game i had 10 planets, 6 trade ports and 4 starbases with trade bays all chained together in a line, all extractors built plus a few i captured from asteroid belts/junk space, and the first 2 industry research tiers maxed and the 3rd one half way finished, and all in total without my fleet upkeep i had 41.3 which went down to 32 after upkeep. Maybe multiplayer gives you an income bonus or something. i just know that it takes quite a bit of work for me to reach even 40/second on my single player games that early into the planet expansion process

Reply #43 Top

[quote who="xDarkxIdealsx" reply="42" id="3384736"]

Quoting JinglyGoo, reply 41
Nah i was teaching him how to play, he had like 6-7 planets as far as i remember. I have no idea what you just wrote. Is income different on other game modes/types as i only play the settings used in multiplayer..ie.fastest speed, no pirates, quick start?

Also regardless of game speed the trade income increases exponentially the longer your trade line is, its never a static number.

 

 

Ohhh, I thought you said men"tor" sorry. I don't know why you'd be getting different income but my trade port chain has 1.1 for all trade ports not in a line, and 1.4 for all that are, and it doesn't seem to change even when i chain a line of like 6 trade ports, I've even used starbases with the trade bays upgrade; on that game i had 10 planets, 6 trade ports and 4 starbases with trade bays all chained together in a line, all extractors built plus a few i captured from asteroid belts/junk space, and the first 2 industry research tiers maxed and the 3rd one half way finished, and all in total without my fleet upkeep i had 41.3 which went down to 32 after upkeep. Maybe multiplayer gives you an income bonus or something. i just know that it takes quite a bit of work for me to reach even 40/second on my single player games that early into the planet expansion process

 

EDIT: Wait a minute, fast speed? as in you sped up the in game clock? That's might be part of it because it would speed up the industry research allowing you to max out 4 or 5 tiers within 30 minutes of real time.

Reply #44 Top

Yeah, if you ever want to play multiplayer 99% of the games use "Fastest" settings. It may seem over the top but actually plays at a normal / slower speed than most rts games like starcraft etc.. So if you are planning on playing multiplayer in the future i would strongly recommend only playing using those settings but thats up to you. It doesnt take very long to get to used to it.

I still believe you are researching too much and not making enough basic units. Mass cap ships (buy lvl 3 if possible) and LFs/vettes is enough to kill normal AIs.

 

Reply #45 Top

Quoting JinglyGoo, reply 44

Yeah, if you ever want to play multiplayer 99% of the games use "Fastest" settings. It may seem over the top but actually plays at a normal / slower speed than most rts games like starcraft etc.. So if you are planning on playing multiplayer in the future i would strongly recommend only playing using those settings but thats up to you. It doesnt take very long to get to used to it.

I still believe you are researching too much and not making enough basic units. Mass cap ships (buy lvl 3 if possible) and LFs/vettes is enough to kill normal AIs.

 

Well i haven't mentioned anything about what i've been researching in the last couple games, i think it was back on page 1 but that was from my old save files. This game i'm doing now, i'm actually tearing them a new one, I essentially spammed cobalt's and an Akkan at the beginning and took the advice greg and a few others said; just take your fleet and rush to the choke point. Within 20 minutes of starting I took an Akkan and Marza with 15-20 cobalts right to the Advents front yard and kept pushing while aggresively placing starbases as often as i could afford at every planet i conquered, right now i've taken their capital and they have 1 planet and 1 asteroid left. I've just finished destroying the trade ports, and temples on the planet and will shortly move to take their asteroid, that fleet had 25 javelis, 10 garda flak, 1 Akkan and 1 Marza.  My other fleet was 15 cobalts and a Kol battleship, they stayed behind near the homeworld to defend at first, but after I started steam rolling the advent I got them on the move and started attacking up the other side of the star system into Vasari territory; I managed to take one of their very well fortified planets. They had an Orkulus Starbase and 5 capital ships, by then I had bolstered the fleet up to 18 javelis, 15 Cobalt, 10 garda flak, 1 Kol Battleship, 1 Sova Carrier, and 1 Dunov. 

Now it's just a matter of finishing the last Advent asteroid and taking that fleet around the upper rim to attack the Vasari from the north east of their front lines while simultaneously coming straight up the southwest with my other fleet, all together after the heavy losses on both fleets from the last two big battles I have 5 capital ships, 3 Garda, 5 Cobalt, and 20 Javelis which i'm obviously going to increase the numbers of before attacking, not bad against 2 hard AI considering I was having trouble even on normal before 0.o              

 

 

Reply #46 Top

Quoting xDarkxIdealsx, reply 45
not bad against 2 hard AI considering I was having trouble even on normal before 0.o

 

Well done, come play multiplayer now :P

Reply #47 Top

You had it all wrong.

At start you need to build only 1 capital ship which is akkan then fill fleet supply slots. That on normal fleet sizes will give you 7 cobalts... DO NOT UPGRADE FLEET SUPPLY AT THIS TIME. Once you secure first choke (which doesn't necessarily mean that you are attacking AIs only militia) - Meaning you colonised planet build frigate factory and star base it. If you do not have enough fleet supply for SB constructor scuttle few cobalts. Do same for all other choke points you can find.

After that go colonise planets inside your territory you defined and secured by those choke (defence) points. Then spam trade ports which means build maximum trade ports per planet as you can (not just 1), keeping some for labs and culture centres. Plan ahead so you extend your trade line and use planets that would cut or shorten it for military civilian labs and culture centres. Once you fill your slots with trade ports (more than one per planet) upgrade your fleet supply and start fleeting up. Then use star base strategy. 

On another note AI will know you SB and in his code is to attack easiest target therefore in game where AI s are not allied there is very high chance that they will fight between each other and just ignore you our attack with skirmish fleets. 

 

Just some SINS trivia 

On Fastest settings base value for trade port is 1.7 cred per second

1 trade port gives you 1.7 +(0.1 * n) income 

where n is number of legs you have in trade chain.

So with 7 legs in chain (white line when you hover over credits) 1 trade port will give you 2.4 cred per seecond. If you build 10 on desert (9 max + 1 from TEC tier 6 research) you will get 24 cred per second only from that desert planet.

I didn't mentioned that before but I assumed that you play on slower speeds but even on those 31 credits looked a bit low.

On faster settings without DLC and its modifiers it is not uncommon to get 140 + credits per second inside 45 minutes of the game. 

Reply #48 Top

Quoting Greg30007, reply 47
1 trade port gives you 1.7 +(0.1 * n) income 

Close. The bonus per trade chain is actually 7.5%, not 10% (I don't think the fastest game setting would affect that). That's kind of convenient as its the same bonus trade research gives, so you can think of expanding your trade chain by one to be equal to researching another trade income bonus research.

Reply #49 Top

Actually

Quoting Greg30007, reply 47

You had it all wrong.

At start you need to build only 1 capital ship which is akkan then fill fleet supply slots. That on normal fleet sizes will give you 7 cobalts... DO NOT UPGRADE FLEET SUPPLY AT THIS TIME. Once you secure first choke (which doesn't necessarily mean that you are attacking AIs only militia) - Meaning you colonised planet build frigate factory and star base it. If you do not have enough fleet supply for SB constructor scuttle few cobalts. Do same for all other choke points you can find.

After that go colonise planets inside your territory you defined and secured by those choke (defence) points. Then spam trade ports which means build maximum trade ports per planet as you can (not just 1), keeping some for labs and culture centres. Plan ahead so you extend your trade line and use planets that would cut or shorten it for military civilian labs and culture centres. Once you fill your slots with trade ports (more than one per planet) upgrade your fleet supply and start fleeting up. Then use star base strategy. 

On another note AI will know you SB and in his code is to attack easiest target therefore in game where AI s are not allied there is very high chance that they will fight between each other and just ignore you our attack with skirmish fleets. 

 

Just some SINS trivia 

On Fastest settings base value for trade port is 1.7 cred per second

1 trade port gives you 1.7 +(0.1 * n) income 

where n is number of legs you have in trade chain.

So with 7 legs in chain (white line when you hover over credits) 1 trade port will give you 2.4 cred per seecond. If you build 10 on desert (9 max + 1 from TEC tier 6 research) you will get 24 cred per second only from that desert planet.

I didn't mentioned that before but I assumed that you play on slower speeds but even on those 31 credits looked a bit low.

On faster settings without DLC and its modifiers it is not uncommon to get 140 + credits per second inside 45 minutes of the game. 

 

Actually other than upping fleet supply once at the beginning and only rushing to one choke point at first, that's exactly what i did. I built cobalts and an akkan, colonized a couple nearby asteroids, then immediately rushed to take over the first choke point and SB'ed up, then backtracked to take over the other small planets behind the choke point just like you mentioned, I kept pushing forward one planet at a time towards the advent and starbasing each important one i conquered, then when I took their capital I consolidated the other units I had been building back at my original home world and sent them up the other side to hit the other choke point. I also placed trade ports at nearly every colonized world when I knew they were safe enough.

This game was really getting on my nerves at first, being a bit of a perfectionist with strategy games. I was staying at my mother's house to help her after her surgery for a couple weeks, and she'd see me up at 2:30 am scribbling strategies, lol. She probably thought I was crazy. I seem to be getting the hang of it though, I can beat 2 Normal AI's 60-70% of the time, and 2 Hard AI's maybe 40%. 

 

Thanks alot guys for your help, I can't do multiplayer right now because my Internet is lagging like hell, but i'm going to upgrade to higher bandwith after the comcast promotion i'm on is over next month so hopefully it'll fix the problem and I can see how fun the multiplayer is.  I'm thinking of trying out Advent for the first time too, the only reason i immediately picked tec was because their ships didn't look real weird like vasari and some of the advent, and their starbases are amazing; dual fortresses really fits my play style, are there really any big differences between tec and Advent as far as overall ship makeup and strategy?

Reply #50 Top

Quoting xDarkxIdealsx, reply 49
are there really any big differences between tec and Advent as far as overall ship makeup and strategy?

Yes. TEC tend to focus on mass production and straightforward but powerful attacks. The Advent rely on "The whole is greater than the sum of its parts" matra for fleet building, with many of their ships having special abilities that increase the effectiveness of the others. It may take a little bit longer to figure out how to build a good Advent fleet, but their frigate's high firepower and capitalship's better special abilities allow them to easily defeat most TEC fleets of equal size when used well. Their over reliance on shields for defense means the Vasari phase missiles hits Advent extremely hard late game though, so you might not want to play against them on your first game.