ManOWar2 ManOWar2

Hi

Hi

New to SOSE - GALCIV2 veteran

So, I just bought the game, SOSE : Triniy throught digital download in impulse. I played the tutorial for basic movement and the game look awesome.

 

Should I start playing it by chapter or right-away with trinity (diplomacy?)

Is there any major difference between theses mods ?

 

Is the game already up to date ? Do I need to make other update ?

 

Thank you in adva.ce

72,090 views 54 replies
Reply #26 Top

I read that there is different trade pattern in the two expansions ?
End of quote

In the original Sins, trade routes will automatically pass through uncolonizable gravity wells.  This is a mixed blessing, letting you set up long routes early and easily, but potentially breaking longer more elaborate ones.

In Entrenchment and Diplomacy, you need a starbase with a trade port upgrade in order for a trade route to pass through an uncolonizable gravity well.  This means that they can be a major hinderance to early trade routes, but it does give you finer control for building longer and more elaborate routes later.

Also pirates are strongers ? lol I dont know how I'm going to manage them.
End of quote

Somewhat stronger, and they give less XP when killed.  As I said, just keep them off while you're learning.  It will be an entirely different story once you get to the point at which you're fighting the unfair-difficulty AI.  What seems impossible now may be very reasonable later.

Reply #27 Top

Quoting ManOWar2, reply 23
Also pirates are strongers ? lol I dont know how I'm going to manage them.
End of ManOWar2's quote

Yeah, I was playing someone in Diplomacy the other day. He got the first 15-minute pirate raid, which invaded his HW and destroyed his 10 Disciples and his capital. He built another capital to defend, it promptly got destroyed. He built 4 in total which went to the HW and died before the pirates has sufficiently destroyed everything to retreat back to their base.

While more experienced players can handle pirates, I still strongly suggest just turning them off and not looking back, ever.

Reply #28 Top

I'm now winning my current game, invaded the homeworld of my ennemy, the advent. They had 3 capital ship, and I had 4 in fight, I managed to lose 2 and almost lost a third before my Dunov support arrived with a small fleet to finish the job.

at the end of the fight I still had around 40 operationnal frigate with 4 carrier cruiser and 3 capital ship.

Fun as hell. Epic space battle !!!! I almost control all the map and that inactive pirate base is gonna be my next target just for the sake of it. I hate them !

 

 

I noticed that even thought the pirate were off my advent ennemy kept putting bounty on me. Is that the special skill I readed about who make them do that ?

 

Thanks again for all your help, I followed advice and readed the links you've provided me and I did learned alot. I also surfed the game manual that I was not aware of. Good informations to complete my reading.

Thanks again guys, nice community.

 

Reply #29 Top

Quoting ManOWar2, reply 28
I noticed that even thought the pirate were off my advent ennemy kept putting bounty on me. Is that the special skill I readed about who make them do that ?
End of ManOWar2's quote

Its call bug power. :P

Reply #30 Top

Quoting ManOWar2, reply 28
I noticed that even thought the pirate were off my advent ennemy kept putting bounty on me. Is that the special skill I readed about who make them do that ?
End of ManOWar2's quote

The advent do have a research called Karmic Retribution (or something like that) that causes any player that destroys there trade ships to get a bounty. Since the AI probably isn't smart enough to not research that if pirates are off (though technically bounty can still be used to encourage other players even if pirates are off).

Reply #31 Top

They had 3 capital ship, and I had 4 in fight, I managed to lose 2 and almost lost a third
End of quote

Sounds like you need more Hoshiko Robotics Cruisers.  Superb repair power, and the unit is dirt cheap.  One of the top reasons to play TEC.

Reply #32 Top

Quoting ManOWar2, reply 28
I'm now winning my current game, invaded the homeworld of my ennemy, the advent. They had 3 capital ship, and I had 4 in fight, I managed to lose 2 and almost lost a third before my Dunov support arrived with a small fleet to finish the job.

at the end of the fight I still had around 40 operationnal frigate with 4 carrier cruiser and 3 capital ship.
End of ManOWar2's quote

One possibility is to keep your capital ships (and the rest of your fleet) on the edge of the gravity well if you can: if you order the capital ships to warp out once they get somewhat damaged you should be able to save them.

Reply #33 Top

I've moved to another step, now trying a 16 planets map with 4 players. lot of early fight!!

 

I used to 1v1 with pirates off on a 14 planets map. much different game play !

 

After this game I'm gonna switch to entranchment, I feel ready for it. I've pass the learning curve. Now I understand what to build and when, just need to improve !

 

Thanks again for all the feedback, much appreciated guys.

 

I cant imagine how crazy the multiplayer would be. Does lot of player play online ? I'll try it later when I'm better...

Reply #34 Top

Quoting ManOWar2, reply 33
After this game I'm gonna switch to entranchment, I feel ready for it. I've pass the learning curve. Now I understand what to build and when, just need to improve!
End of ManOWar2's quote

Entrenchment and Diplomacy are actually much, much easier than original Sins if you don't artificially gimp yourself...

play Entrenchment and find out how the AI handles starbases.

:)

Quoting ManOWar2, reply 33
I cant imagine how crazy the multiplayer would be. Does lot of player play online ? I'll try it later when I'm better...
End of ManOWar2's quote

A good number play online, although not as many as you'd expect given the number of game sales.

Most are quite skilled.

Reply #35 Top

Quoting ManOWar2, reply 33
I cant imagine how crazy the multiplayer would be. Does lot of player play online ? I'll try it later when I'm better...
End of ManOWar2's quote

Not a lot but they are usually very skilled, some with years of experience... pity that some of them are not really friendly...

Maybe there is a other way for learn multiplayer, without going directly on ICO... if a friend ( or more friends ) of you have a computer, you can maybe organize a LAN party... somehow it is like a local multiplayer between friend... can be a useful learning process before jumping between the ICO wolf...

Reply #36 Top

If/when you're thinking about trying out ICO, feel free to talk to me, it's really difficult making it up the high learning curve in a reasonable length of time without help.

Reply #37 Top

Ok now I thought I was winning my game but it take a longer time than expect,

 

the problem now is that my advent ennemy is spreading is culture so much that it flew throught one of my planet and right to my home planet...I lost the asteroid and now my home planet is submerged by their culture.

 

How can I stop that ?

Reply #38 Top

Build culture stations of your own. (Temple of Communion, or Media Hub, or Broadcast Center) Usually one culture station on your front-line planet(s) will take care of any incoming enemy culture.

Reply #39 Top

You generally can make due with as few as 1 defending culture station for every 3 attacking stations.

Reply #40 Top

And having caps present has a culture effect, so if you have culture beating through 1 or 2 stations, then the caps can be a quick reinforcement.

Reply #41 Top

Well, other have already reply... if you wish a summary, go to https://www.sinsofasolarempire.wikia.com/wiki/Culture ... as explain in the wiki ( this time, bookmark it ), a shift ( same partial ) have some influence on your income rate... and since homeworld have itself a culture effect on other planet ( first table in the wiki ) and you homeworld is hit by ennemy culture, it can lead to a domino effect who will cripple all your economy...

By the way, if you have already a good fleet, why not make some "hit and run" in the enemy gravity wheel and destroy their culture center... "hit and run" work relatively good in the original sins... once your play with entrenchment, "hit and run" is not always good, mainly due to the destabilization effect from starbase who damage hull from your ship when they "run"...

Reply #42 Top

I won my game and beated the three cpu.

Now I started a new one on a medium random with 4 players and switched 2 of the 3 AI to normal, and I'm testing the advent at the same time, now that I'm good with the TEC. I really like their capital ships, hope the others capital ships will be fun. I like the one for bombing planet, his multiple missiles ultimate is awesome :D

 

I'm getting better, beating the easy cpu has become too easy. :D

 

I had some difficuly beating one of the Vasari flagship thought, the one that do recharge his freaking shield constantly :( What is the good counter to that ? I finnally got their two ships with a bunch of kodiak with 4 capital ships to beat them...

Reply #43 Top

Quoting ManOWar2, reply 42
I had some difficuly beating one of the Vasari flagship thought, the one that do recharge his freaking shield constantly What is the good counter to that ? I finnally got their two ships with a bunch of kodiak with 4 capital ships to beat them...
End of ManOWar2's quote

The Kortul Devastator, it must have been. Yes, its shield regeneration can get quite annoying. What I generally do is I try to ignore it until the battle is more than decided: if it's at a low level and has the shield regeneration ability, it probably isn't much of a threat unless you really depend on your capital ship antimatter. Usually it's good to focus on killing enemy frigates instead: fleet firepower comes from frigates, not capital ships.

In the same manner, if you're trying to beat it, focus on building a lot of frigates. 30 LRM is a good start for TEC. You could also try massing carriers with bombers - the AI has no idea how to deal with large numbers of bombers.

Since frigates are the primary damage-dealers of my fleet, I try not to have more than 2 or 3 capital ships at a time except if I'm spamming carrier caps in the endgame to win.

Reply #44 Top

Quoting ManOWar2, reply 42
I'm getting better, beating the easy cpu has become too easy.
End of ManOWar2's quote

Quoting ManOWar2, reply 42
I had some difficuly beating one of the Vasari flagship thought, the one that do recharge his freaking shield constantly What is the good counter to that ? I finnally got their two ships with a bunch of kodiak with 4 capital ships to beat them...
End of ManOWar2's quote

Ah, that would be the Kortul, the Vasari battleship. Its currently the best of its kind, and early game that shield regeneration can be a pain. However, like most battleships (except possibly the Kol), its best abilities can only affect a few targets at a time, making them less useful in very large fleet battles (it does actually have 2 AoE abilities, its ultimate and jam weapons, but neither are all that good).

That said, if you're having trouble there are two main things you can do against power surge (the ability that increases its rate of fire and restores its shields). One is to deplete its antimatter. If the fight goes on long enough this will happen naturally as only a very high level kortul not using any of its other abilities can keep power surge going on continuously. Thus you can just focus your fire on other ships (thus wasting the shield restore effect) until it runs out of antimatter and then hit it as hard as you can. Some abilities also allow you to delete antimatter, like the Dunov's EMP blast and as the Advent the Radiance's detonate antimatter or the Disciple's steal antimatter. Alternatively you could just use abilities that disable abilities like the Dunov's magnetize.

Quoting ManOWar2, reply 42
I really like their capital ships, hope the others capital ships will be fun. I like the one for bombing planet, his multiple missiles ultimate is awesome
End of ManOWar2's quote

For quite a while the TEC were thought to have the worst capitalships actually, but they've been improved a quite a bit lately (except the Kol, or rather it hasn't been improved enough). The Advent in particular rely on their capitalships as the backbone of their tactics and the Vasari ones have many interesting little tricks like the shield restore on the Kortul you encountered.

Reply #45 Top

Thanks again guys,

Well, I noticed that the Kol Battleship is pretty strong but for a short period of time only, specially if I let the Kol auto-cast his ability...

 

Yeah, for the Korul devastator I found that the Dunov was of some help. I read that the Dunov is considered the weakest capital ship of the game ?

His shield recharge was actually pretty usefull to me after I got 2-3 capital ship.

Reply #46 Top

I like using the Dunov against the AI when I have 1 Akkan, 2 Dunov, and 13 Sova in the end-game (making retreats often unnecessary due to Shield Restore) but in games against decent opponents (read: humans) the Dunov isn't that effective.

The Kol is best used in the end-game when there are 50+ strike-craft squadrons... that's the only time the Kol really shines.

Reply #47 Top

Quoting Wrath89, reply 46
Yeah, for the Korul devastator I found that the Dunov was of some help. I read that the Dunov is considered the weakest capital ship of the game ?
End of Wrath89's quote

I don't buy that, at the least the Advent's revelation and the Vasari's Marauder deserve that title more. I also think the Kol is weaker as well but its flak burst ability can become extremely valueable late game against player bomber swarms. Anyways, yes early game its probably suicide to build a Donuv as one of your first two capitalships, as by itself its a very weak capitalship. However it has probably the best fleet support abilities that the TEC have, and I always get one for my diverse late game fleets.

Reply #48 Top

Well, I noticed that the Kol Battleship is pretty strong but for a short period of time only, specially if I let the Kol auto-cast his ability...
End of quote

The Kol is best described as a "brick".  It's very durable and with proper backup extremely difficult to kill, but its abilities have high antimatter requirements that quickly deplete it and leave it a glorified combat cruiser.  Compared to the reliable and powerful early-game combat power you can get out of a Sova Carrier, that leaves a lot to be desired.  I find the Kol is useless as an early-game unit for this reason, but in the late-game a high-level Kol is a very different story.

A level 5 Kol with maxed out flak burst can thin out massive swarms of strike craft in an instant, providing you deterrent against approaches and retaliation.  With antimatter upgrades researched and several levels of experience (antimatter regeneration improves along with everything else) the Kol's staying power is much improved.  However, this is always a capital ship you cannot leave on autocast.  The antimatter requirements of its abilities are just so high that you need to manually time them and conserve that precious resource.

I read that the Dunov is considered the weakest capital ship of the game ?
End of quote

Probably my comment.  My opinion as to "bottom dog" capital ship wavers between Antorak and Dunov depending on my mood.  Right now if asked, I'd say Antorak, but Dunov would be a close second.

Against the AI you can get a lot of mileage out of shield restore.  I personally don't think this ability merits the expenditure of a valuable capital ship, but it will function at very least.  In multiplayer... yeah, don't waste your antimatter on this ability.  It'll buy you an extra 2 or 3 seconds of longevity tops, and with an 11 second cooldown and the inability to target itself (meaning that an enemy needs only attacking the Dunov directly to circumvent the ability) that leaves it pretty useless. 

Investing in two Dunovs is absolute suicide in multiplayer unless you're up against a tightly-packed Advent with a shield combo (which EMP works wonders against; only situation I'd ever build a Dunov seriously).  The problem is that this capital ship has abysmal damage output and its support abilities don't scale effectively as fleets get larger.  This means that you're almost always better off with more combat units than a Dunov.

I like using the Dunov against the AI when I have 1 Akkan, 2 Dunov, and 13 Sova
End of quote

The problem I have with this kind of fleet is that experience points are divided evenly amongst your capital ships, so having too many will slow down the rate at which they gain levels.  I find Advent is the only faction that can seriously entertain maintaining more than 10 capital ships (due to Mass Transcendance).  In multiplayer, I've never gone above 8 capital ships as TEC or Vasari.  As Advent I have hit the 16 cap in multiplayer. 

I don't buy that, at the least the Advent's revelation and the Vasari's Marauder deserve that title more.
End of quote

We're talking about the bottom three here.  I'd say the sheer power of Reverie puts the Revelation above these other two, but it's arguable.  The bottom line, however, is that we're nitpicking the who's who of worst capital ships in the game, which isn't flattering to them no matter where they end up on the list.

Reply #49 Top

Quoting Darvin3, reply 48
The problem I have with this kind of fleet is that experience points are divided evenly amongst your capital ships, so having too many will slow down the rate at which they gain levels.  I find Advent is the only faction that can seriously entertain maintaining more than 10 capital ships (due to Mass Transcendance).  In multiplayer, I've never gone above 8 capital ships as TEC or Vasari.  As Advent I have hit the 16 cap in multiplayer. 
End of Darvin3's quote

At that point in the game I always have much more funds than I know how to deal with, which is how I can afford so many caps... I usually train them all to level 4 = around 60 bomber squads (soon turning to 70+ bomber squads after a level-up). Yes, level-ups do take a long time, but after level 5 it doesn't really matter to me.

Reply #50 Top

At that point in the game I always have much more funds than I know how to deal with, which is how I can afford so many caps... I usually train them all to level 4 = around 60 bomber squads (soon turning to 70+ bomber squads after a level-up).  Yes, level-ups do take a long time, but after level 5 it doesn't really matter to me.
End of quote

Generally speaking if you can reach a 2000 command fleet, you have the AI beaten.  You shouldn't need to make it an upgraded 16-cap fleet to roll the AI.  Against a human opponent, such an approach is so absurdly impractical as to be irrelevant.