Vasari Loyalist death fleet is definitely the most fun I've ever had against the Sins AI. For those that don't know, "death fleet" is when you rush "Strip to the core", build your titan and then cannibalize your capital, as well as any of the dwarfs and asteroids you colonized up to that point. After that, you are a Battlestar Galactica type migrant fleet.
The goal of the game at that point becomes taking planets as you need them, so that you can replenish your fleet. You then strip the planet and move on. Meanwhile, the AI rips itself to shreds, and/or sicks pirates on you constantly (which is an experience grinder for you, since you are at that point essentially invulnerable against pirates) Anyway, here's a few tips I've picked up, for what they're worth:
1. Research Highly Attuned Sensors. As a mobile empire, you need to know where your enemies are concentrating their power at all times. With knowledge of their fleet movements, you can discern where their weak planets are. Additionally, you can see the HPs of any high priority targets, such as titans, whenever they enter phase space. I often see a weak titan running from a losing battle..this is a great time to pick them off. Sure, they can run from you, but you can chase them with your entire fleet. Also keep in mind that the VL Titan has an ability that lets it close with a fleeing enemy immediately.
2. if you set all the AIs against each other and lock teams, the game will probably be too easy. I like to set everyone against each other except for 1 team of 2 AIs...and I like to make one of the solo AIs "Unfair." I set all other AIs to "Hard." Pretty fun.It usually results in 2-3 super powers that can be very difficult to crack in the late game.
3. Each time you capture a large planet, make sure that you think ahead when deciding which ships to build. You need planetary bombers, anti-strike craft and support in your fleet, not just heavy frigates. The game can become quite difficult at times, and you may find yourself going a stretch without a frigate factory. Plan accordingly.
4. Don't rush to build 16 capital ships. You don't need that many till very late game, and it will utterly destroy any credit income you may have. Build a few capital ships every time you take a terran, ice or volcanic planet.
5. Kind of goes without saying, but don't EVER let your Titan die, especially in the late game. Building another will usually mean gobbling a large planet, and by late game, these will be well defended and supplied.
6.Vorastra; set Micro-Phase Jump to manual. The AI wastes it. Upgrade its systems too, don't just focus on abilities.
7. Keep at least 55 Ravastra Skirmishers in your fleet at all times. In fact, if you only ever build one frigate, let it be the Ravastra. Its a tough little ship, much stronger than its counterparts, and it has a nice HP regen upgrade. Without doubt, the Ravastra should be the backbone of your fleet. I don't even use Enforcers in most games. If I do, they only serve as damage sponges for assaulting TEC space stations.
8. Be a general! Don't let the AI assign and prioritize targets for you. It does a horrible job. You need to direct your fleet in combat. Don't do so by clicking on the ships as they fight in the grav well. Select and manipulate them from the menu on the left-hand side of the screen. It's just more efficient. Use "Alt+click" to select all of a certain type, and then have them attack the units they are designed to attack.
For instance, tell your bombers which targets to attack. They don't know which targets are highest priority, you have to tell them.
9. Focus fire on capital ships and carriers as soon as they come in. Destroy capital ships one by one, don't worry about frigates. Generally kill in this order: capital ships->carriers->heavy frigates-> light frigates. This is the way to go if you're playing against AI. Send your bombers to destroy carriers as soon as the appear.
10. If you're sitting in an grav well with your entire fleet, don't panic when you get invaded by the AI. If you own the planet, build a phase inhibitor and use the grav well as an experience grinder. With a titan, at least 9 cap ships, 50+ Ravastras and some anti strike craft and a support wing you should be invulnerable to all but the strongest fleets. Of course, if an enemy Titan joins the frey, you might just want to gobble the planet and run.
11. Once you break through an AIs outer planets and get to the soft inner belly of their empire, you may want to set up an economy there. To do this, preserve two large planets, colonize and then fully upgrade their logistics slots. (make sure to upgrade civic infrastructure as well, so you aren't running in the red) Then simply build 4 trading stations on each planet. With space gates you can defend these economy planets reasonably well, as long as you are in the same system.
12. Maintain at least 20 bomber squadrons in our fleet. Don't bother with fighters.
13.Keep in mind that draining a large planet results in it becoming a dead asteroid, which other empires can still colonize. They don't get any logistic or tactical slots, but they can still use the resource asteroids. For this reason, its best to re-colonize and strip the dead asteroid down to an asteroid field. You won't get anything, but you'll rob the enemy of the chance to use the resource asteroids. This is how you win, by slowly sucking your enemy dry.
14. If you are attacking a planet that you know has a star base on it, set the movement to fleet wide simultaneous jump. You don't want your frigates jumping in 30 seconds before your titan gets there...they'll be destroyed pretty quickly.
15. Be very careful when attacking a TEC Loyalist star base. Their "red button" ability means that they can wipe out a lot of your fleet. By all means use your Ravastras and your bombers to soften up the star base, but manually move your frigates out of range when the station gets low on HPs. If the bombers get hit by the shock wave, it only costs you antimatter. Losing your Ravastra wing can mean the game if you can't resupply easily.
16. Want easy cap ship upgrades? Send a couple of scout ships into a pirate grav well. Once the pirates give chase, have your bombers, cap ships and titan go to work on the defenses. have your Ravastras focus fire on the most powerful pirate frigates. Once the stationary defenses are destroyed, you can destroy all of the pirate frigates with ease. Once you completely destroy the pirate base, the choke point will be opened up to all other factions. The gravity well will become a super highway for the various factions, and they will take pot shots at one another in passing. Your fleet can just chill there, mopping up the weakened ships as they flow in and out.
17. It is a mistake to eat every planet you come across. Doing so will give you big problems in the late game, since you will eventually find it difficult to take the remaining planets..the will be heavily fortified.
18. The VL super weapon now requires you to own 4 planets before you can use it, but its well worth it. You SHOULD make at least 2 pairs of econ planets anyway, in late game. You'll need the income. The cannon heralds the arrival of your fleet in a big way, and gives you, the invader, a big tactical advantage. Namely it prevents all tactical and logistical structures from acting for a few minutes, and it deals some damage to boot.
19. I suspect this may change in a future patch, but for now, you don't have to be present in a gravity well when you are stripping it. Use this to your advantage! Once you hit the "scuttle" button, get out of dodge. If your planet has low HP, you might want to leave a few frigates to destroy enemy planetary bombers, but you can safely ignore/avoid all other types of frigates at that point.
20. Avoid going head-to-head with another Titan unless its unsupported, severely damaged already or yours is several levels above it. In most cases, the damage that your fleet will take just isn't worth it.
21. In late game, when you have a few allies, you can set up a Titan gank by telling your friends to attack a gravity well that you know an enemy titan to be in. they don't always get there in time, but when they do, the extra damage sponges can mean an easy Titan kill. Sometimes getting them all in the same gravity well just comes down to pinging multiple star systems that you know the Titan to patrol and getting lucky.
Once you get it right, just wait for the enemy titan to engage an ally cap ship, and then use the mini-phase jump ability to close with it from behind. Make sure the Vorastra will be facing it, and don't jump in too close. The weapons need a certain range to be met before they'll fire. Focus fire with your bomber wing, and when your fleet catches up, finish the Titan off with fleet-wide focus fire.
Well, I think that's all the tips I have for now..These tips are for new players, obviously
Very nice!!! If you've seen some of my other responses, you'll know I'm also a huge fan of playing in Death Fleet mode.... In fact, I think I may have been one of the very first to use the phrase "Death fleet"...
Whatever.... this is good. I can't think of anything off-hand you left out.... In fact I'm a bit embarassed to admit I hadn't thought of recolonizing the dead asteroids and further stripping them down to asteriod belts.... that's a nice touch!
lol even brainless monkey can play vasari, who the f*ck need those tips? starbase your oppent, strip planets you take / cant defend - easyest race. And if you build phase missle fleet there is nothing what can stop it. Even bombers have phase missles - lol.
Noobs aren't allowed to call tips cheap.
Why so negative??? the idea of having a fleet with no homeworld is still very new to a lot of folk...
If you have nothing to add, why are you wasting everyones time trying to sound so much smarter than everyone else???
Cool Jim, now I know who to credit for the term .
Odd,
Star bases are kind of useless to death fleet, actually, since they cost a lot of money to acquire and upgrade, and they then require back up to survive. The AI will eventually consolidate into teams, and when that happens, they will gank any star bases you have. Generally the less places you have to defend in death fleet mode, the better. Plus, the 1.04 update really dropped the amount of resources and credits you get from planets. You really have to be careful with your money now.
22. A more useful alternative to star bases is the mine layer frigate. Keep a few in your fleet, and then gum up worm holes and other strategic grav wells with mines. 70, at least. The AI can detect them, but it then tends to avoid grav wells that contain a lot of them, for obvious reasons. You can then route their main forces to where you want them.
With mines, you can essentially claim territory that you otherwise can't defend. If the AI insists on ignoring them, they take a good amount of damage. It's a win/win.
23. When invading the Advent, your highest priority structure, other than star bases, is the Temple of Communion. If they have two in the grav well, you won't be able to colonize, no matter how many cap ships you have with you. You have to destroy those temples ASAP, because you won't be able to colonize for a while, even after they're destroyed. Obviously, you don't want to be a sitting duck.
If you want more of a challenge, put all AIs on "Unfair" or above, although it then becomes very difficult or impossible to even get to death fleet mode. The AI gets economic cheats and will be on you around the time you get your 6th Imperial lab up. You'll be very lucky to escape. At the very least, this means that you won't be able to rush Strip to the Core, although pro players may be able to.
Not really experience with VL myself, but from what I've seen, a greater emphasis on carriers might also be desirable - your post mentioned difficulty taking on enemy Titans - and bombers with Phase Missiles are definitely the best answer to that issue. I've seen players going up to 40+ bomber squadrons.
That's not quite true. Starbases are great for VL for one reason, you can keep a trade network up without planets, and keep a sort of front line that you can retreat behind but your opponents can't. Your only other reliable source of credit income is capitalships, but that's much less now that the income is taxed.
This is probably a bad idea. The only time skirmishers will be better than Enforcers is if you're fighting swarms of bombers. Enforcers have more armor, regenerate more, and with the VL wave upgrades, do obscene amounts of raw damage.
Tohron, yes, I think I neglected to mention that the fleet should def contain some carriers. Good point. The more bombers you have, the better.
Interesting points, Goa. I hadn't considered the economical upgrades for the star base. I probably still won't use them myself, though. Eco planets will produce more income, I think, and they're just as easy to defend. Great point about the starbase working as a barrier to invasion, though.
Enforcers may be stronger, but I've never have any issues relying on skirmishers. Reason: Its faster to maintain a fleet of 55 skirmishers than 20 Enforcers, and this is important for a mobile fleet. 3 frigate factories can pump out skirmishers in record time. When I take a large planet to replenish my fleet, I want to get the job done very quickly, so I can eat the planet and move on.
24. Easy XP Grinder. This is my favorite method of gaining easy XP for my Titan and cap ships. Take a terran planet, and then fully upgrade it. Take its resource asteroids so you get a bump in metal and crystal while you use it. Build a phase gate, a phase jump inhibitor and planetary shield generator. When you see an enemy scout ship, you know you'll usually be attacked in the next few minutes. Simply warp your fleet in and mop up. The enemy will have a hard time escaping when they see how out-matched they are.
When the planet has done its job, say if you have acquired "The Maw," you can simply gobble the planet for the resources. If the planet gets invaded while you are busy elsewhere, the planetary shield will help the planet hold firm until you either scuttle it or bring your fleet in.
Note: Its pretty difficult to defend two XP grinders.
25. When you strip a planet, scuttle your frigates and structures as well. You'll get a small economic boost, and those resources just get wasted, otherwise.
The name kinda popped into me head that first day I got rebelion, and the more I read the VL tech trees and realized the game designers had finally given us an opportunity to play totally planet free.... which is how the Vasari should be... then I saw that image of the Vorastra come swooping in from the intro movie in my head and thought... "My God, with that horror leading the way, it's gonna be like some monster death fleet...."
I posted something and mentioned the name a couple days later and it seems to have stuck.... cool!
Anyway, I agree the hardest thing is getting a fleet started. The easiest way I found...perhaps kinda cheating... is to use galaxy forge to make a "Death fleet" map, and to do one of two things... or both:
1) Isolate yourself a long way from the other factions, with a lot of planets and such between you and them, so you have some time to get your fleet going.
2) Give yourself a lot of starting credits and resources, and perhaps ships, so you can get moving fast. If you want to keep it fair, just give the other players the same starting amount.
Cool! I'll be able to use that map idea to play against Vicious AI! Sweet idea, man.
EDIT: I'm creating a Death Fleet map that I think will be very very challenging for just about any Sins player. If anyone wants it, send me a PM. I'll release after I've tested it a few times.
Description:
Your fleet has detected unusual energy readings in a fast approaching system. Landing there, you detect what appears to be a planetary nursery. A garden of terraformed Terran worlds ripe for the taking. Your advisers caution you, however, that remnants of the ancient civilization who must have built the nursery are waking. The road to the nursery and its riches will be long and hard. He who takes control of the nursery, controls the fate of the system.
Nice I tried this yesterday, it was very very fun to play!
I got raped at some point by a large enemy fleet, but it was my 1st attempt. Nex
Definitely a fun way to play de game.
Thanks for the post!
Nice description! Two other things I like to do when I build a Death Fleet map are to give each race it's own small star system, and spread the systems out so it takes a little time to get from one to the other. The one I'm playing right now I made 5 systems in a rough pentigram shape, and put myself in an even smaller system the middle. Ms system is just a very small ring of 8 planets & asteroids, which I intend to leave as a ring of shattered asteroid belts... bwaahahahaha. This way I have a place to get started, and later, if everything goes according to plan, when it's reduced to asteroid belts, it will probably end up a sort of neutral battle ground system....
I also like to ramp up my planetary militias, and set my planets so the militias own them. There are actually two reasons for ramping up the militias.... it takes your opponant more time to secure a planet, and it's just more fun if you have to bomb a planet into submission before you capture it... hehehe.... Plus it's a good chance to build XP for your titan and/or cap ships... although your opponant also benefits from this....
Oh wait.... I almost forgot, if you do set your militia's to own the planets, don't do it for a system owned by the TEC Rebels.... they're an exception to the rule.... if the Militia's own the planets in that system, and the TR researches "Truce Amongst Rogues", it won't be able to colonize any more Militia or Pirate held worlds. You might want to add more ships, or a starbase or something to the militias to balance things out, but make sure to give the TR player enough unowned planets to colonize, just in case....
opps, double post... sorry
Thanks Jim, great info.
I had no idea that Galaxy Forge gave so much freedom in setting up the map. I mean, I should have figured, but I guess my experience with the in-game map-editor set me up to expect little.
Your maps sound cool. Maybe we could put ours together and release them as a Death Fleet map pack?
The map that I'm working on right now is going to be very challenging to win. It will be meant to be played only by Vasari Loyalist. Any other faction would probably get steam rolled. Version 1 is basically done, but after playing it for an hour and then quitting, I noticed that "Combat" in the end-game statistics was totally flat. I don't know if this particular report just doesn't work or what....I did get scouted by the closest enemy, and they wasted no time destroying my scouts, so I hope its working. I'll have to play it a lot more to make sure.
I have some questions, if you can help me out.
1. How do you set a planet to be owned by Militia? I can only find options for setting a planet to a certain player.
2. How do you get space station/structure spawning to work? I could get ships to spawn for player0, but I can't seem to spawn anything unless I specify an owner for it. "NoOwner" doesn't seem to work.
Any help is appreciated.
Aladran,
You can always run. Research wormhole navigation for a quick getaway. When you get to the other side, gum up the wormhole gravity well with 50+ mines for good measure. Also, set your entire fleet to fly close together. This way, if anyone wants to fire at you while you're moving through a grav well, they'll have to get close enough to catch some fire from your more powerful ships.
If things get really bad, like if you're being ganked by 3+AIs, head for the sun. The huge grav well will afford you some time to study the map and find a weak asteroid to attack. With sensors fully upgraded, you should be able to find a world that doesn't seem to have many ships coming in or out of it.
OK, I have to send a shout out to GoaFan77 and MyFist0 for helping me out on the militia's.
Once you've made your map and added in the extra orbital structures and such, save it and exit Galaxy forge. Also save a backup, just in case... Now right click your map's galaxy file and open it in Notepad, like you would an enity file.... It's going to look somewhat similar...
Scroll down until you find the particular planet you want to change... it will have it's own little section, and in it you should see a list of all the objects you added to your planet... and a couple lines above all the stuff you should see the lines Owner and colonizeChance. You need to change owner to "RandomMilitia" and colonizeChance from 0 to 1.000000
You'll need to do this for all the planets you want the Militia's to own... which will also fix your problem with getting the orbital structures and space stations not showing up. I'm not sure why it happens, but once the Militia's own the planets, all the orbital stuff will also show up and work just fine.
Oh man, that's awesome! Thanks!
There is no dishonor in a strategic retreat.... lol.....
One of the great things about the Vorastra is being able to drop a phase gate almost anywhere... I think the only place it doens't work is a star's gravity well... Oh, and a Mag Cloud.... abilities won't work in a mag cloud. But a Vorastra can instantly spawn a phase gate anywhere else, and this could very well be your ticket to safety if you need to get out fast. As long as you have another gravity well somewhere in the same system with a phase gate to jump to, you can get out fast... and if it's more than one or two gravity wells away, your opponent will need time to follow, or may lose you completely.
Do not waste those phase gates... Vorastra's can make them for free, but they have a really long cool down time, so use them wisely!
OK, I know I'm talking a lot, but I have to share this. The Death fleet map I made last night has 6 star systems, 85 planets total, the stars are roughly in a pentigon shape with myself in a smaller system in the middle. Each of the other systems has 15 planets and asteroids total, including 2 pirate bases each. My system has 10 planets and asteroids in a ring shape around the star, so when I strip the planets it will leave an asteroid belt ring.
Each of the unowned planet militias are TEC ships, 5 heavy, and 10 each light, long-range and anti-fighter, plus 10 defense platforms, 3 hangers and 2 repair platforms.... roughly half a pirate base, minus the mine-field. Oh, and some key planets I added one or two star bases to ramp them up.
Also all the systems, including my own, are roughly ring shaped, with the capital planets way back, so this map is good for an FFA or capital game.
OK... I finally got the map right this afternoon and started it up... It's been 3 hours game time, I have captured and built up all the planets in my own system, and I'm just about to the point to "launch" my Death fleet... so to speak. And things are starting to get really interesting!
The first couple hours were rather quiet... even though I gave myself and everyone else a starting 25,000 credits and 8,000 of each resourses, that's not even a fraction of what it takes to build a fleet, so I had to be really smart and careful and play a sort of economic/researcher game at first.. focusing on researching things like shipboard labs and such.. but also building my 8 capital "Lab-ships" so to speak, and my titan.
So I got everything rolling and managed to get my titan built before everyone else... woohoo!!! I've found this is key in a titan fight... he who has the more experienced titan tends to have the upper hand. And I built a Kostura cannon and had all sorts of fun jumping my titan into the neighboring gravety wells and letting it have it's way with the militia's. After it hit 3rd level it didn't need backup, and could us the planets as XP grinders. And by the time my system was conquered I had it up to 10th level.
One hint, if you want your titan to gain XP faster, hold back your other cap ships... otherwise they'll share XP amongst all of them. I like to get my titan maxed first before I let the other caps share in the fun.
So anyway, its been 3 hours... I just captured the last planet in my little ring, other than two pirate bases... someone is paying them to attack me, which is fine... no matter where they attack I can get a fleet to faster by phase gate... so the pirates are now XP grinders.... except..... and this is where it's starting to get interesting.
I've heard a couple cannons pop off, but only here and there... the AI hasn't gone cannon happy yet. And only one so far came my way. And a few scouts have jumped into my system, but most keep hitting the pirates I sort of put in the way... lol... and they haven't bothered me too much... until about 10 minutes ago, I spotted 6 TR anti-structures headed for one of the pirate bases. I thought cool... let them get themselves killed. And a couple minutes later I sent a scout in to see what was happening...
Except the anti-structures were just sitting there... and so were the pirates... and I got a real bad feeling. When I checked the pirates page, sure enough, the TR are now greyed out and inactive.... which means they have a treaty with the pirates, and are now gathering in one of their bases to attack me... cool!!!
Also, the cannon shot that hit me was VR.... but the VR haven't gotten a scout that far back. The only thing that has scouted that planet are one or both of the Advent players and their damned clairvoyance.... which tells me the VR are friends with at least one of them.
My fleet is now half built... the other players actually have more total ships right this second, but I now have the eco and research edge and can build nastier ships really fast... and as soon as that last planet I conquered hits max population, it will be the first I strip to the core, and the rest will follow swiftly.... and I will leave a smoldering star system behind and launch my fleet at the other players....
So far it's been fun, but now it's gonna get really, really interesting!!!!!!
Cool post. My first test game was very quiet too, to the point where I feared something in my map might be hampering the AIs predefined programming. I hope this isn't the case. I've played other games where giving the AI more than a certain amount of resources basically bricks them. I suspect that giving the Sins AI a lot of resources might make them kind of complacent..I hope I'm wrong. Further testing is needed.
I like the idea of ring systems..I had a lot of fun on the new random ring system the devs released with 1.04. This gives me a cool idea for my map.
I like that titan strategy, and I think I'm too conservative with mine. I should send it off on its own to ramage, but I always fear it being ganged up on. I'll give it a try...getting The Maw earlier would be very useful. The thing that I don't like about titans in-game is that they respawn with their level intact. Don't they? Sure, they cost another 9k credits, but I don't think they should retain their level. The whole level thing is supposed to represent crew experience..well..the crew is dead. Where are these brand new super soldiers coming from? This is kind of broken, imho. If someone lets their titan get killed, that should be that. The next Titan should start at ground zero.
I love the TR's ability to make peace with the pirates, its certainly shakes things up.
Are you up for a map swap? My map is only 1 star so far, but it has 105 planets, and should be a very immersive, long game. I have plans for a small, but interesting second system. I think it will challenge even the most advanced players. I'll release an official 1.0 version in the modding forum (I guess that's the best place for it?) as soon as I can test it some more.
With Galaxy Forge's advanced features, its more a scenario than a map, and the player will have to choose whether to keep the planets or eat them. All planets will have at least 2 bonuses, and usually more. Eating all of your planets while the AI has all of those bonuses probably won't be the best strategy.
Anyway, let me know if you're interested in a swap or releasing them as a death fleet map pack.
Here's the final description for my upcoming map:
The Vasari fleet, battered by a relentless foe and weakened by conflict within its own ranks, has detected unusual energy readings emanating from a star system a few jumps away. With the enemy ever-closing, the Vasari are set upon a difficult choice: investigate the power surge, and perhaps discover a technology of value, or continue running.The Vasari elders, weary of flight, and all too aware of the fleets dwindling energy reserves force the hand of the younger and haughtier ruling council members. The fleet will rest, and rebuild. Entering the system, the Vasari find themselves surrounded on all sides by new powerful and battle-hungry foes. The weakened fleet is quickly separated and surrounded. Worse yet, the one planet suitable to Vasari life is hardly an ideal locale for resupplying the fleet. Regardless, the stern will of the ruling council and the brute-force power of the fleet’s Valued Citizens succeed in creating, and defending, a thriving colony.Ever cognizant of the lingering threat presented by their pursuers as well as the lawless, chaotic faction surrounding them, the council commits all of the colony’s resources to deciphering the mysterious energy signature emanating from the planet. Upon finally unlocking its secrets, the Vasari fleet rejoices, and for a fleeting moment, tastes the true possibility of a lasting military victory. With staggering technological advances, a renewed resolve to end their struggle once and for all, and with no sign of their pursuers the Vasari determine to strike out at their new enemy. These, they say, are soft, and unprepared for the might of a renewed Vasari empire.The elders pass down a mandate that sends ripples of both revulsion and excitement through the populous: the Vasari will defeat their new enemies by consuming the very ground beneath their feet. The death throes of the lesser races will be the catalyst through which the Vasari once again become a force to be feared.As the Vasari begin to mine their colony for much needed resources, as they begin to rebuild their modest fleet, news comes in that advanced scouting parties have come in contact with traders from a far-removed section of the system. These traders tell tales of a glorious sub-system that contains the remnants of a once-vast empire. A network of terraformed planets, with resources beyond reckoning.Still, the scouts say, they have seen that these traders are not without teeth, and they recognize greed in their small, beady eyes. Regardless, the elders know that these terraformed worlds hold the key to Vasari dominance, both in ensuring that their enemies cannot prosper, and in assuring the Vasari fleet of the materials it needs to regain its former strength.But the road is long, and hard. Many will be lost, and entire generations will be spent in exodus from the only home that the Vasari empire has known in hundreds of years.
Wow, very nice!
I found a couple small mistakes on my map.... stupid stuff like mispelled names, nothing that will effect the game, but still will need correcting. This looks like it's gonna be a long game, but I'm already almost 4 hours into it, and I've got the day to myself, so I'm gonna play it out and see how everything goes. If there are no serious glitches or anything, then I'll spell check the names and e-mail you a copy of the map if you want to try it out.
Awesome .
I bricked mine by saving it as themigrantfleet.galaxy.txt by accident after modifying the text file.
It seems if you do that, its beyond saving..or maybe I just gave up too easily. I have the map memorized though, so its not a big deal to set up again.
PM me when you need my email.
I finished my map and have released it here:
https://forums.sinsofasolarempire.com/431141
I may tweak it a bit, and if I do, I'll update it.
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