Sins Of A Solar Empire Carrier

09.10.2019
Sins Of A Solar Empire Carrier Rating: 4,3/5 2309 votes
Sins Of A Solar Empire Carrier
  1. Sins Of A Solar Empire Mods
  2. Steam Sins Of A Solar Empire
  3. Sins Of A Solar Empire Complete

Are you playing the computer or people?The computer. It has a really, really hard time getting past a decent defense. If you hurry, you can lock down your border gravity wells with starbases (you have the trilogy, right?) before they do much more than scouting.If you're on a decently sized map, you should be able to get 8 civic and 8 military research upgrades on just the stock logistics slots. On your upgrade logistic slots you should have refineries and trade ports.Pretty much the only civic researches you should do in the beginning is stuff that ups your resourcing rates. On the military side, go straight for space stations and don't look back.Your initial conquest exploration should pretty much just be a Carrier battlecruiser with a colonizer hanging one gravity well back. Carriers hit ridiculously hard against the garbage that inhabits unclaimed territory. Putting light frigates with it is just a waste of money.

Sins Of A Solar Empire Mods

And, honestly, your second battlecruiser should also be a carrier. You know what? Mandator class star destroyer. Screw it, the computer really sucks at dealing with large numbers of strike craft. You could honestly get away with having nothing but carriers and still kick the computers butt.If you're TEC, starbases with construction bays are you friend. That way you can use the logistics slots for more trade ports instead of having to build frigate factories.If you're Advent, starbases and the top tier dimplomacy tech means that you have the best resourcing rates out of everyone (on big maps) - because all of your gravity wells produce 40% more metal and crystal (2 +5% loyalty upgrades from diplomacy, and 2 +15% loyalty upgrades on your starbases).

Greetings Commander! Sins of the Prophets is a Halo-themed total conversion for the critically acclaimed 4X RTS Sins of a Solar Empire, an empire-building strategy game centered around ship to ship combat. SoaSE Rebellion Remastered 1.9; SoaSE Rebellion Remastered 1.9. Games Sins of a Solar Empire; where the game's exe file is located). The amount varies between classes but if i were to give approximate values i'd say battleships got over 100%, carriers got about 130. Greetings Commander! Sins of the Prophets is a Halo-themed total conversion for the critically acclaimed 4X RTS Sins of a Solar Empire, an empire-building strategy game centered around ship to ship combat.

But DO NOT set any trade posts to 'resource focus' - it's almost never worth it.If you're Vasari, then those phase lane stabilizers mean you don't have to have nearly as many defensive fleets, and your mobility is second to none - especially if you have the battle cruiser with the stabilizer node level 6 ability. They can retreat from anywhere to anywhere in your dominion (inside the star system, anyway). It also means that you can have that desert planet on the back end of nowhere have 6 frigate factories and it doesn't even matter, because those reinforcements don't have to spend 40 minutes at 8x speed to get to the front. Pirates are easy, if time consuming.Step one: Jumpg a scout in, queue up hundreds of move orders that basically make it circle the gravity well (outside of the range of those crazy, crazy cannons!).Step two: Jump in enough carriers (either frigates or BC) to support 100 bombers. Set the engagement range to local (otherwise they might run into the teeth of the pirate cannons).Step three: Select all the bombers and queue up an attack run on, well, everything. Start with the mobile forces first, then the cannons.Step four: Wait thirty or so minutes.

Less if you have more bombers.Step five: Wait a little bit longer, they're almost done, I swear!Step six: Are they done yet?Step seven: Bomb the crap out of the the pirate base.Done!This can also be accomplished with a fleet of Battlecruisers - just don't bother with the decoy frigate. If you have 6 - 9 BC's, they can take out all the mobile elements no problem. Just don't let them fight the cannons directly! TEC starbases with construction bays are invaluable.

If you leap-frog your defences, you'll always be able to produce reinforcements right on the front lines and they have the added benefit of producing the ships something like half-again as fast as a normal frigate factory.Even if you get caught with your pants down by a fleet that massively outnumbers your own, if you have a fully upgraded starbase in the gravity well with construction bays and have plenty of resources to spare, you should be able to produce reinforcements on the fly, replacing losses as you take them. You may not be able to win, but this increases your chances and lets you bleed the opposing fleet dry.Make sure you place plenty of mines near where ships are most likely to exit phase space, too, since they'll do some nice damage before any of your other defences or fleets have a chance to engage. Don't even bother with defence cannons, either, just stick to hangar bays.Playing as the TEC, you get flak cannons on your hangar bays, letting them defend your starbase (assuming you put them close enough to it) from enemy fighters and bombers and fight off light frigates, too.The computer, even when set to higher difficulties, has difficulties dealing with strikecraft like Astramancer said. Massive numbers of bombers are a good offensive force; they can take out starbases and other defences from beyond their range (exception being the Vasari starbase, which is mobile) in short order. Keep anti-fighter frigates and combat cruisers with the carriers to protect them from counter-strikes and you're good as gold. I love to play as the TEC because of the novalith cannon.

On one huge game map that was 4 star systems with about 50 planets each me and my allies managed to secure our star system and fortify the crap out of it such that nothing could get in, the game was 3v3v3v3 with brutal AI. Once our epic defence was built we went on a building spree and built about 20 novaliths each which took about 40 mins given our massive economy. Once we had them all built switched them all to freefire mode at the same time and watched laughing as hundereds of planet killing nukes rained from our system onto the enemy systems, it was glorious. Rest of game was just sending in huge fleet to capture a foward base in ememy system and massivly outproducing the enemy as there economy was in tatters.

Click to expand.Yeah, nothing quite like throwing hundreds of light attack frigates against a fully upgraded space station. And winning.Also fun: The Epic Backstab. Get at least a cease-fire with a computer, build fully upgraded starbases in each of their gravity wells. And attack!Even if a starbase here or there gets destroyed, the computer is totally crippled and cannot recover, since basically no trade can occur and they can hold on to very few orbital structures (assuming your starbases have hangers, anyway)Even funner: Get at least a cease fire with all of the computers, and keep them at each other's throats with bounty and missions.

Sins of a solar entrenchment

Steam Sins Of A Solar Empire

Sins

I love to play as the TEC because of the novalith cannon. On one huge game map that was 4 star systems with about 50 planets each me and my allies managed to secure our star system and fortify the crap out of it such that nothing could get in, the game was 3v3v3v3 with brutal AI.

Once our epic defence was built we went on a building spree and built about 20 novaliths each which took about 40 mins given our massive economy. Once we had them all built switched them all to freefire mode at the same time and watched laughing as hundereds of planet killing nukes rained from our system onto the enemy systems, it was glorious.

Sins Of A Solar Empire Complete

Rest of game was just sending in huge fleet to capture a foward base in ememy system and massivly outproducing the enemy as there economy was in tatters. Click to expand.

It helps if your starting in seperate star systems with allies, but i can get a good economy going if im practicly swimming in baddies. Always reserch civilian techs first and get trade posts, refinerys and high level mining bonuses as soon as possible, build refinerys at every world as well as trade posts, send colony ships to capture the invincible capturable mining platforms you find in dead asteroid belts, the AI is rarely smart enough to capture them back so even if the systems overrun and swarming with enemys its feeding you resources. You have to ballence slow careful expansion with denying your enemy access to empty systems.

Click to expand.I'm going to have to contest this one. A refinery can serve it's own gravity well, as well as all adjacent ones. Mines in colonizable gravity wells can support up to 3 refineries.So, if your system has, on average, 2 phase lanes per gravity well, then building one refinery in every gravity well will work (though sometimes it won't be quite as efficient as actually planning them), but if you have 3 or more phase lanes then it's very inefficient.Say you have a gravity well that has 8 phase lanes sticking off it, you can put three refineries in that gravity well and it will 'max out' the metal and crystal mines in 9 systems. Extremely efficient. But if each of those systems are a dead end (or just doesn't have any other adjacent colonizable gravity wells), then sticking 1 in each will result in each mine only being served by 2 refineries each (except the hub well, it's served by 9!), and at the low cost of 9 refineries instead of just 3.Granted, that's a bit of an extreme example, but you see my point. Planning it out resulted in more resources while leaving room for six more trade stations.

A bit of planning dramatically increased the resource flow from that sector.Building one per is good enough if you really don't have time to pay attention to what you're building. Except in Sins, there are long stretches of the game where you have nothing but time to pay attention to what you're building.Edit: Mines in non-colonizable gravity wells not only have higher base output, but they can also support 4 refineries. However, I've rarely found it's worth it to actually give them 4 refineries, since often it will just result in one whole refinery supporting one or two mines, and it's more worth it to just build another trade station instead. My strategy consists of building resource collectors, then immediately pouring resources into serious fighter/bomber defenses of each and every single colonized world, upgrading their infrastructure and so on only as needed.Essentially, I expand fortress by fortress and conquest by conquest, and nothing else, supporting everything from my homeworld until I can build support structures on my other worlds.

It's slower, and I usually end up in late games with full tech trees and broken alliances, but as long as I wait for entire fleets to smash themselves on the shoals of my planets before launching a full scale invasion, there's pretty much no way I can lose ground. Click to expand.And yet, the Halo mod is far, far, more fun.I remember repeatedly playing games where an enemy capital ship would run into me at the start of the game, facing my own +5 frigates in the gravity well.He proceeded to fight me for a moment, then run away. THROUGH 3 OF MY PLANETS AND AROUND BACK TO HIS.I don't have the problem with the Halo mod.

Either the target dies, or you die. Simple as that.Much more fun. And positioning your fleet and using abilities are DEFINITELY important. Grouping your ships wrong can get you nuked, or facing the wrong direction to target the second wave before they strike.

Comments are closed.