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Post by elwoodps on Oct 28, 2015 14:36:54 GMT -5
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Post by Fourth Horseman on Oct 28, 2015 15:28:53 GMT -5
I hope it helps you.
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Post by Fourth Horseman on Oct 28, 2015 17:57:50 GMT -5
Elwood, since you posy ss, what exactly do I have to download on my Galaxy S5 to post ss on here. Would make life much easier. Post a damn ss of it lol.
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Post by En1gma on Oct 28, 2015 18:35:01 GMT -5
Try imgur.com
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Post by johndramey on Oct 28, 2015 20:02:21 GMT -5
Well, the orbitals are nice and all, but they eat up a lot of maintenance! You'll want to maximize the amount of income each colony makes, so make use of every quality point you can and save those orbitals for when you absolutely cannot fit everything on the ground.
As for specializing planets, I may be going against the grain here, but don't do it! You can, to a certain extent, focus on strong points of each faction (Mines for Javat, Factories for Thulun, etc.) but you'll eventually want each planet to be sporting mines, factories, and spice. Defensive installations are a bit of a hit-or-miss thing, I tend to build them on front-line and second-line worlds while neglecting defense on the deeper worlds.
All-in-all, 4X is very deep and can be extremely complicated if you want to win.
In regards to fleets, mixing is always better! I tend to have a 3-2-1 kind of arrangement of fighters-cruisers-support. As Cory said, use the fighters as softeners, send 'em in to take fire and weaken the xeno. After that initial wave, blast 'em apart with your heavies sporting torps, grav cannons, or whatever you put on 'em!
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Post by Fourth Horseman on Oct 28, 2015 21:35:07 GMT -5
So far I'm playing putting mines on all planets ignoring poor quality. I do tend to focus more mines on higher quality planets and, of course, Javat.
I'm just starting out playing. This game is difficult master. Why I can't put it down and why I left Hobbit (Kabam game). I would rather play TB games. Right now I'm just ingesting every piece of advice while finding my own path as well. 4x reminds me very much of Masters of Orion.
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Post by johndramey on Oct 28, 2015 22:47:00 GMT -5
That's the way to play! We can all provide advice, but finding your own way is the best. As with all of the TB games, there is no one "right" way to play. Something that I find ridiculous and worthless may be another players preferred method of play! So, have fun! Everyone on the boards will go on forever about what they think is the best strategy, but it all comes down to you.
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Post by Officer Genious on Oct 28, 2015 22:53:01 GMT -5
Imgur.com is not very mobile friendly, and the app is far worse. I have to force the site in desktop mode to actually do anything in there, and it lives to register my 'clicks' several links off from where I'm actively clicking. I'm really just using it as I have few alternatives. :/
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Post by elwoodps on Oct 29, 2015 10:02:46 GMT -5
Well, the orbitals are nice and all, but they eat up a lot of maintenance! You'll want to maximize the amount of income each colony makes, so make use of every quality point you can and save those orbitals for when you absolutely cannot fit everything on the ground.... I respectfully disagree with this, but rather than derail Fourth Horseman's thread, I've started a new one where I make my case for Orbitals, and lots of them. The Low "Net" Maintenance Cost of Orbitals
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Post by Fourth Horseman on Nov 1, 2015 9:32:40 GMT -5
Since I lost last time, I started a game in Rinze 64 x 64 (64). I like how contact was early. Showed me I'm close with my tactics for early contact. I was able to have a decent size fleet and still stay in the black. Problem this time was when you invade, you better be able to grab that first planet and start R/R while reinforcements come in. Did not have a big enough fleet to invade the planet and hold off the aliens.
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Post by Fourth Horseman on Nov 4, 2015 14:38:26 GMT -5
Ok, I have a good game going. My fleet of fighters can hold off any ship they throw at me and R/R tenders are en route to back them up. That being said, my Invasion ships get their assessment kicked. Am I doing something wrong? Help please.
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Post by tenbsmith on Nov 4, 2015 20:33:33 GMT -5
How many invasion ships are you using to attack one Xeno system? You need at least 4-6 ships to attack a system.
What is your attack sequence? The recommended sequence is to use scout until you know how much defense and radiation the system has. The invasion. Maybe bombard if you don't reach to drill the system or defense is high.
There are some good threads on the topic around here.
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Post by Fourth Horseman on Nov 4, 2015 21:30:00 GMT -5
Defense was 22. Lol quality so I decided to nuke it from orbit. I was using about 8 ships. I am pretty much out of money , but I think I know where I'm going wrong. I have a huge armada. Would it be correct to assume it better to go with a smaller, but veteran fleet?
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Post by elwoodps on Nov 5, 2015 7:58:58 GMT -5
Defense was 22. Lol quality so I decided to nuke it from orbit...... By this I'm guessing that after you mean after doing an initial Scout (how you determined that Defense=20), you just kept hitting the Bombard button until either the system was Purged, or you called off the Invasion. If that's the case, it's likely that this is a big part of your problem transport damage problem. When you keep doing the same type of attack turn-after-turn you become predictable. So after a couple turns of this, the Xeno are ready for you and concentrate their defenses where the blow is most likely to land. This results in less damage to the Xeno and more damage to your Transports per attack turn. And because you're less damage to the Xeno it takes more attack turns to purge the system, which result in your Transports suffering even more damage. I think you'll do better if you mix-up your attacks. Also if possible please post a screenshot of your Transport Design, like this one. We may be able to suggest some tweaks to your design that would help. This one BTW is a pretty good early-game design. And if you haven't already done so, be sure to research and equip your Transports with Planetary Invasion 2 training. It only costs 300RP to research, and greatly increases the effectiveness of your transports (compared to Planetary Invasion 1 training), with no increase in cost to build or maintain.
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Post by Fourth Horseman on Nov 5, 2015 12:48:03 GMT -5
Just seeing yours I can tell where the difference is. More points in shielding. Does armor soak radiation? Most of my ships are evasion/armor vs durability/hull. I know evasion is not a WK statistic
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