Vanechka

Vanechka

Joined Member # 2957454
0 Posts 1 Replies 271 Reputation

[quote]If you don't build a scout (or some other non-capship unit) to check out the surrounding planets then, unless there is only one route out of your homeworld, you risk sending your cap to a volcanic/ice planet first instead of the asteroid. This results in 1 of 2 scenarios:[/quote] Or to a heavily defended Terran or Desert, which will also slow down your colonization considerably.

89 Replies 43,755 Views

[quote]Your advantage: You know where the 4 planets are and what they are and that the enemy homeworld is over there... My Advantage: I have 3 of the 4 planets settled, am teching volcanic, and know the alien homeworld is "over there"...[/quote] That's a very unrealistic summary of the advantages each of us holds. At the core, these are the advantages: 3 Scouts: Knowledge of the map area relavent to the early phase of the game. No scouts: 600$ and 6 supply points f

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[quote]I like the whole betrayel aspect and out with a geniune crash there is no excuse for hanging up, I lose in strats alot and I never do this. Keep going though and soon nothing will be unique about this game.[/quote] My point was that since I normally only "betray" allies if the teams are stacked, I'm robbing them of a sure win. Some people just can't handle that, and leave. So I tell them I'm more than willing to ally up with them in the end if they are defeated and have put up a

21 Replies 32,171 Views

If you need any help running it, just say the word. I've been looking into setting up a ladder myself, but haven't had the financial breathing room to buy a script.

9 Replies 29,637 Views

antracer, you really should try to build scouts at the beginning of the game, it makes for a much more effecient beginning to the game. I've actually steadily increased the amount of scouts I build at the beginning of the game due to how valuable the intelligence gathered is. 3 Scouts and the intelligence they give you, are certainly worth the 600-750$ at the beginning of the game, especially given what else you can spend it on.

89 Replies 43,755 Views

[quote]Alright, that one just sucks. I never play online just because of this type of behavior. You're either an ally, or an enemy, not both. The player you're playing with depends on the fact that he's allying with you and probably leaves his colonies right next to yours without nearly any defenses, while his fleets are far away, helping you BOTH clean your enemies. I would hang up on you as well, and F*^% the loss. Shame on you[/quote] It's a diplomacy game, it's expected tha

21 Replies 32,171 Views

I normally stride towards this fleet composition: 50% Kodiaks 15% Cielos 15% Hoshikos 20% Percherons If my opponent has a lot of strikecraft, add to the above Flaks at minimum a 1:2 ratio to the amount of strikecraft he has. And the composition of my own strikecraft naturally depends on what ships he favours. With regards to capitol ships, I normally end the game with 6, since it seems to be the threshold after which the fleet sizes are so large that low le

8 Replies 9,334 Views

The one game I played with you, you were the one that lagged out!!! Although I was the one hosting, we were allied, and clearly superior. I actually liked you enough that I stayed allied with your AI all the way... :) But more seriously, yes, it's a problem. It's actually the reason I spent 3 hours configuring my router so I can host, which is now something I do almost exclusively when I play. I'm too tired of having to circumvent an hostile host for a long as possible in order

21 Replies 32,171 Views

[quote]But, due to lack of marker design, with RA, you still need to spend alot of brain time scanning all your planets to "sweep up" your RA booty and put them somewhere useful rather then let them have a beer party doing nothing[/quote] That is true, but the amount of time, effort and intelligence needed to do this just doesn't compare at all with the effort that goes into managing a non-RA empire, which is far, far more demanding. And that's the biggest issue I have with RA, it overs

50 Replies 19,743 Views

I've been fooling around a bit and trying to set up a league at myleague.com, but the site doesn't seem to accept new games (by error, not by design).

2 Replies 3,850 Views

[quote]I agree intelligence and recon are important, but I thought this was a "beginning the game" thing... On an average map for me, 20-30 planets with each faction and the pirates, There's no mystery where I'm going. It's to the next planet. I can traverse all of the planets near me in little time, have everything wiped clean and ready to go for the colony ship. Scouting done, neutrals neutralized, colonies planted...[/quote] I'm not sure what you mean with "beginning the game" thing:

89 Replies 43,755 Views

I like to get Modular Architecture as quickly as possibly, the sooner I get it, the sooner it pays off. I think it's of more use than getting the first cobalts a couple of minutes earlier. High Density Zoning, I get if I have resources to spare and my home planet is at maximum pop. But it does mainly depend on whether or not I'm looking at getting additional terran planets.

89 Replies 43,755 Views

Sorry about the double post, but I'd just like to vent against the fact that you're sometimes not able to edit your post, even thought it's only been a minute or two since you made it... [quote]Other than that, it sounds like you like the play the small maps, on which I agree that the Marza or Kol are a better option.[/quote] To play, to play... EDIT: What's worse, I can edit this one...

89 Replies 43,755 Views

[quote]Vanechka...Scouts? Why? Kol is the best scout. You've wasted time and materials and cash on three ships I never build. I know what's on the other side of the phase lane... It's a planet and ships. The only time it gets a little hairy is if you happen to be next store to the pirates, which happened one time, and was not an issue... I just made a louie and jumped out... (I play all random maps BTW...)[/quote] Scouts, and intelligence in general, are invaluable. Having knowledge of

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I just did a test on a small random map as TEC in order to see what provided the fastest expansion: Kol supported by colony frigates and Cobalts, or Akkan supported by Cobalts? The layout of the map had my starting planet linked by three phase lanes to two well defended ice planets (connected to eachother by an asteroid field) and an asteroid which further led to another asteroid (which again linked to one of the ice planets). These two ice planets and two asteroids where my targets. I

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There's no doubt in my mind that choosing a colony cap is instrumental in expanding as quickly as possible. There are two main reasons for this: 1. The faster antimatter regeneration limits the time spent waiting to a minimum. 2. Most important is the ability to colonize the planet/asteroid while fighting the resident rebels (sometimes even before) gives you a substantial advantage. The planet will often already be profitable for the colony cap player by the time the player without

89 Replies 43,755 Views