Cykur

Cykur

Joined Member # 635909
1 Posts 171 Replies 888 Reputation

[quote]Maybe add a permanant boost to culture spread rate based on the value of enemy fleet and structures destroyed, and planets cleansed. Then the boring last half might get fun as it gets shorter and shorter.[/quote] That is kind of an interesting idea. On the flip side, the guy who is winning doesn't really need a culture boost because they have more planets and more money to build more culture stations. Unless the thing that got boosted was the actual r

9 Replies 22,362 Views

[quote]I actually have fun in the second half too. One time I was definately was going to lose, but kept trying to persuade my opponent to attack my most fortified area. When he finally did the battle we extremely epic. Second half isn't always that bad.[/quote] I hear you. It can be fun doing a last stand. I suppose it is the duty of the victor to provide this fight, but it is a pretty boring stage of the game. Defense is static..you aren't going anywhere, but it re

9 Replies 22,362 Views

Unless you have turned your auto record games setting off, you could go into Watch Games, click until you have the autorecorded multiplayer games list up and find the one where he beat you and see how he did it. You should always do this when you don't understand how someone beat you. Otherwise, it is pure speculation as to just what happened.

28 Replies 21,408 Views

First, I'm very excited about an expansion. But I'm mostly a multiplayer type guy, and I can't help but wonder how long games will be if defensive power is increased without some type of either offensive or economic power being added to counter it. To grossly oversimplify, you could chop games into two major parts. The first half is where you are not sure if you are going to win or lose, and the second half is when you pretty much know you are going to win

9 Replies 22,362 Views

[quote]Here it is. Low quality, though.[/quote] OMG! Thx for posting this Kitkun, this commercial is awesome. Speaking of which, I think it derailed the PAX thread. Wish I could have gone this year...maybe next year. Did you guys take any pictures? We want links! Yes, they love huge food portions here in the USA. I bet you can't even get a 42 ounce xtra large soda pop at a movie theater in Vancouve

64 Replies 88,746 Views

As people have mentioned, the Dunov is great for neutralizing Advent abilities. This works better against the computer, because in multiplay a Dunov has a life span measured in seconds when you put it too close to an Advent fleet. Make sure your frontline worlds have multiple frigate factories and heavy defenses. Use carriers to raid, and pull back when he attacks. Don't try to face his main fleet on his terms, make him face you on your terms. Meanwhile, use co

18 Replies 6,540 Views

[quote who="apricotslice" reply="9" id="1856840"]I used to use mainly fighters. Until I noticed one day that without commands, the bombers went after ships while the fighters buggered around doing nothing. Since then, I've been using more bombers than fighters, and get more ships killed faster as a result. I've not noticed the bombers picking targets either, they seem to attack all frigates equally.[/quote] It is true fighters get distracted doing things like tryin

31 Replies 32,019 Views

#1. You use these little things called Scouts to see what your opponent is up to. If you see 8 Civic labs going up early in the game, you know something is afoot. Scouting the enemy is always good, but scouting Vasari to see what they are up to is critical. #2. If you see a weird fleet composition....say...a mix of frigate types with carriers and HC's....that indicates RA is probably running. Remember, if it ain't 40 assailants, or 20 HC's, or 20 Transpor

2 Replies 2,289 Views

[quote who="apricotslice" reply="6" id="1855952"]Meet 100+ of anything with at least 50 carriers, and the larger the fleet size, the more carriers you add. With the fleet your talking about, 100+ carriers ! Then use Alt-select your bombers and target the Illums as groups using the list down the left. Keep targetting them every 5 seconds or so so the bombers keep at them only, until you get them down to small numbers. Unless they have a lot of flak around them, they will be in trouble.<br

31 Replies 32,019 Views

Hey guys...is DT playing 1.09 still, or did you guys move back to 1.05 while waiting for 1.1? Just curious...thought about playing a little, but the strikecraft bug in 1.09 was really annoying -- it kind of forced you to build carriers so you could cheat if the other guy cheated first. If he cheated and you didn't have any carriers to cheat with, you were screwed. =)

4 Replies 6,165 Views

The main problem you are having is that Illuminators are one of the most dangerous ships in the game for the cost. They are extremely effective. In a smaller map, the trade off is that it takes a bit longer to get to them and he doesn't have them yet, but this is a non issue on extremely large maps. If the guy is JUST using hordes of Illuminators, it is hard, but you can use counter ships to beat him. As mentioned, HC's and Carriers with fighters do wonders. TEC

31 Replies 32,019 Views

Doesn't stack, but if you have several Subverters and stagger the ability activation, you can achieve "perma-lock" on a small cluster of ships. At least in 1.05. In 1.09 / 1.1 this is pretty hard to achieve.

3 Replies 2,310 Views

You have to kill the Subverters ASAP using your fighter/bombers. Subverters have a high level researchable ability that allows them to temporarily disable ships in a small area. 16 Subverters is no joke, especially if your ships are clustered. Your ships will get locked down and be helpless as 16 Subverters is enough to cycle the ability on a clustered fleet. Capitals are also immune to Subverters, you just have to be careful not to lose them to the rest of the Vasari fleet while you

19 Replies 23,385 Views

For its overall tactical and strategic options, the Jarrasul is really one of the best caps in the game. Kortuls are great too. If you like micro, the Marauder or Carrier are pretty good too, but it takes a lot of management. I only make Desolators when I get to a stage of the game where I need more siege. I consider Desolators to be the Vasari siege frigate.

49 Replies 30,132 Views

[quote]Start order for vasari for games when enemy is no more than 10 jumps away.[/quote] LOL ---- oh noes! dey is been spotted less den 10 jumps from da HW!!!helpkthx Seriously though, Siddy is telling you the safest build order to kick off most Vasari multiplayer games. The major stages of the Vasari game can be summarized as: Stage 1: Build Colonizer cap and ungodly number of assailants. Use scouts to take the neutral extractors.

6 Replies 3,980 Views

Quitting is a problem, to be sure, though we have to keep in mind sometimes the game crashes. One of the problems with Sins is people can change their name constantly and behave badly. By changing their name every few games they avoid reprisal from the community, which can generally self police if people become widely known as nuisances. As to the "teams of experts", while I have certainly been on those teams, I also have played many a game where I took someone on my team beca

7 Replies 4,995 Views

Yeah, turning off auto-join could be a work around. Otherwise, Brief Summary: If ships auto join the hotkey group when they auto join the fleet they should auto leave the hotkey group when they leave the fleet.

13 Replies 3,042 Views

I have noticed one game where things were playing ultra fast for a few minutes....then the game crashed. I have played another game where things seemed ultra slow. Both of these games were launched under the fast setting. This doesn't happen all the time though, usually games play at the appropriate speed.

9 Replies 3,694 Views

Hey Annatar, Thanks for taking the time to confirm this! I was trying to think if there was an advantage to this behavior, but I really can't think of it. I discovered it because I would give retreat orders to my capital when it was under fire, and I would discover a chunk of frigates in a different fleet would follow it (usually with very bad results for the frigates that stayed and fought). I can't help but think it is a bug with the "fleet auto join" functionality also addi

13 Replies 3,042 Views

Ok...I will try my best to describe this -- maybe someone else has seen it since 1.09 and can also give feed back. I usually hotkey my capital ships so I can find them, and they are usually 1 ship fleets so they don't auto join some other fleet. I have noticed the following new behavior in 1.09 that I don't remember ever seeing before. I make a capital, select it, and hit CTRL 1 to assign it to group 1. I also make it a fleet. Some frigates enter the system, and of course

13 Replies 3,042 Views

[quote]Manhunter123-I'm still kind of new... I've beaten one game LOL. I played on easy and I used to think I needed a huge powerful army to defeat them. So I got my 42 Cobalt Light Frigates and my level 3 Kol Battleship or some other capital ship and started attacking EVERY SINGLE PLANET except the pirate base. Most of the enemy ships were either destroyed or fled. So then I got my colony ship and started colonizing a bunch of planets I was doing all the research in the advanced fleet thing so

9 Replies 6,380 Views