So I really like this game eventho the playerbase is small. On Ico. Many of the new players dislike me because sometimes I kick them for better players. Some players I've played and tried to help and they ignore my advices and many of good players trying to give them advice aswell. This is sad but I know there is some people out there that want to learn. So therefore I'm making this thread.Earlier I've made a Daily replay thread,which I will continue with. There U can find replays from regular to skilled games and sometimes Highskilled.Now I'm gonna try to start a new 'project'Here noobs AND REGULARS can post their replays and ask for advice.At the moment the players that will review replays is Me, Ekko-Tek, Seleuceia and PlayerSlayer.Greg30007 will also do some occasional inputs and thoughts.So, now many of u new players think. "But how do I save replays and upload them?"So I've made a guide for you. Start of by going into Singe player mode. Start a game and press the menu button. Then Record and then check the box. Shown in the picture below.So, now Ur replays will be saved. They can be found in C:\Users\{name}\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\AutoRecord-MultiPlayerSo, How u gonna upload them?I recommend using 2shared It's easy to use and it's fast. Then u just post the link in this thread and if there is anything specific u want to know/improve, ask for that. Otherwise say u want to improve ur general gameplay and someone of us will check it as soon as possible and write you a review. As for manners on ICO and how to behave to be more accepted amongs the regulars etc. See this thread here. by ProtoplazmMany new players come into games and they're like "GO START NOW GO START GO START GAME FFA? GO PLZ"This will get you kicked.
You know, after posting that I went back and looked at the damage table vs. various armor types and it certainly seems to support your approach. I had assumed that the higher overall damage of the bombers made for a faster kill than with fighters even with the multipliers but I'll have to test that and adjust.
Never too early or late to learn something new and help your game play!
No, fighters will kill LRF and Siege faster. I think the bigger issue is how many enemy flak is in the gravity well. If there's 3+ flak frigates and you just have your cap ships clearing the gravity well, those fighters won't last very long. Bombers are more resistant to flak damage, so in that case bombers might be better. Overall, I'm not sure if it makes a big difference, so I'd build what you want to have when you run into the enemy.
Moon hits 30 pop in 240s, 50 pop in 400s...IIRC, you start with 5 pop so that brings it down to 200s, 360s...so, after 3 and a half minutes your moon already could be using that 2nd pop upgrade...not really a big deal upgrading both levels at that stage in the game...
Other than that I'm mostly in agreement with Ruby....in general, don't ever bother with only 1 civ lab at that early of the game...either build 2, or build none, because you can't get culture or colonization techs with only 1...
Interesting. I almost always build one military and one civic lab at my homeworld immediately because I'll just use 1 Military lab for Corvettes or Assailants for expansion very early on. That means if my scouts then reveal some Volcanics and Ice planets (or I'm Eco), I can use my first asteroid to get the second civic, and if not I'll go the second military.
When you look at your early game needs, only 2 things need one lab: Advent/TEC corvettes and repair bays....note that neither of those things need one civ lab...
Now consider all the early needs that require 2 labs: Vasari Corvettes, Orkies, Advent Culture, TEC trade (if eco), colonization techs...you either need to quickly commit to 2 civ labs or 2 mil labs...
For Advent, you can crutch on disciples for quite a while....situations where you'd need corvettes immediately (like if you're 1 or 2 jumps away from enemy), you won't be in a position to make use of civ labs (neither 1 nor 2) so you might as well build 2 mil labs and get better military techs...
For TEC, the situation is similar, either you don't need the 1 mil lab immediately or you aren't in a position to utilize any civ labs....Vasari are the worst faction to go either way in my opinion, because tier 2 Orkies and tier 2 corvettes means you can't do much with one military lab...
As I have said before in post game discussions, sometimes you don't have a choice...when the only nearby planets are ice/volcanics, what are you going to do? Only colonize your moon and asteroid? If you have 3 or more jumps between HWs and the only way to approach your enemy is through ice/volcanics, you have very few options, and twiddling your thumbs clinging on to only your roid and moon isn't the best choice....
It's true - sometimes you don't have a choice. The tricky part is when to colonize them. On the front line you need to prioritize military/fleet and be able to defend yourself. If I'm stuck with 1 or 2 roids/moons only and the rest volcanic or ice I'll build up a huge fleet first and once I have some breathing room then work on the resource planets. It's doubly tricky if one of those resource planets leads to your HW though - you want to make sure the enemy doesn't get to it before you do - so constant scouting and map awareness with that in mind are needed.
generally speaking if there's 2 or more ice/volc without any roids/moons in the shortest path between your hw and the enemy's, I'd be inclined to take those planets first more often than not, or focus my initial colonisation path in another direction that is more viable with a military lab start. Reason is because you also have to consider the rate at which your units would reach the battle/critical choke point, and if you go all-out military without colonising worlds closer to the enemy then you risk your units arriving more slowly to the battle and your initial 'military advantage' could be more than nullified. Besides, you could at first get away with this anyway because in the early game you can match just about any fleet just with corvettes and lf (1 mil lab as tec/advent). As vasari the decision is more tricky and critical.
Another option is to get the colo research then scuttle the civics afterwards (these researches are not lab-dependent)
But if there are moons/roids/terrans/deserts interspersed in the shortest path btw your hw and the enemy's, then I'd agree with Ruby's strat, since you can then have your production lines closer to the enemy.
What you do in this situation, of course, also depends on the skill of your opponent and depending on how your opponent is reacting to this map set-up. You do what best counters his decision which you can guess by scouting, intuition, and the pace at which he is moving around. This comes with a lot of experience.
You need to make a similar judgement if your main unit production planet is 2 or more planets away from the enemy's.
Yeah that's the trick. Just having that experience gives you an intuitive sense of when to use what strategy or when to retreat your capitalships that a relatively inexperienced MP player won't have despite knowing exactly how the game works. Which is why I'm trying to play MP more.
Ruby I agree I was slow in seeing the value of multiple factories. But at the same time those two civ labs are pretty important, not the least because at this point I plan on losing if I'm on the front line eventually. I've gotten pretty good at the sending a colonizer to relocate game to try and avoid being total dead weight to my team, and in that case you definitely need Volcanic and Ice colonization. Even if you scuttle them later, having those techs can be extremely valuable if things don't go well. Unless your asteroids are directly connected to each other, I'd be tempted to try to get a civic on my homeworld and my first asteroid, get the techs before the action gets too hot, then scuttle a lab and build a factory.
As TEC 1mil 1civ is perfecty viable option. I always get cheaper factories and extractors research which basically pays itself off after you build 3 factories which are very common to have on front line. Not to mention that you save 100 credits per extractor that you build ....
As Slayer is busy and can't post his review of Archa I Wrote my own.Hopefully Slayer will be able to finish his review soon. Meanwhile Archa. This is from the game where u were 'winning' untill U got feed. That's when u started losing. Makes sense doesn't it?He is a very hostile noob/regular that sadly refuses to take advices but we're gonna give it a shot anyway.Review for Archa-Ra0-1 Min: Choosing to open with only 1 lab as Vasari is 100% stupid and isn't doing anything good for them.When cap is finished building you should try to instantly queue up fighters. You open with LF's which is waste of money IMO. You also queue up several LF's, and you don't build any additional scouts.You should build atleast 2 extra for vasari.1-2 Min: Your cap haven't left ur hw yet. Could been done faster. You haven't built a migrator yet so U can snipe the roid.As vasari there is only 1 way to go on frontline Imo and that's dual mil labs.If ur gonna go early Civ lab for some reason, now is the time to do it.2-3 Min: You don't snipe the roid, you waste money on LF's to clear the militia which is not needed. Just use the lone colonizer snipe trick.You haven't researched anything from the Mil section, nor you've built a civ lab, instead u went for a 2nd factory.IF your opponent woulda opened with 2 factories, you woulda been dead in less then 5 minutes. due to no corvettes or starbase.3-5 Min: You should queue up the infrastructure on roid and Moon the moment you colonize it Imo to avoid unnecessary credit loss. You upgrade Logistic slot on HW eventho you have 2 free slots from Roid and Moon. Possibly 3 slots if you scuttle the Cap fac.5-7 Min: You upgraded fleet supply before you start fleeting. Which is also unnecessary resource loss. Imo every second u can avoid not upgrading is worth it in early game. Due to your slow pace and the fact that u sent ur frigates elsewhere, you lost ur Moon 1 jump away from Hw when your opponent skipped a volc and managed to get to it.Still nothing have been researched on the mil tree. If ur gonna go LF you could aswell open with a Civlab and Full Terran Lockdown.7-10 Min: You researched Corvettes, something U coulda done 7 minutes ago. As they're better in almost every aspect earlygame. You got some spare cash, the first 2 levels of Phase missiles should be gotten now IMO as you're starting to field a decent number of vettes.10-15 Min: Starbase still haven't been researched. You're keeping ur Capital Factory for a reason I don't know.You still haven't used the Logistic slot you researched 10minutes ago. So that money went to waste. You upgraded Logistic on Roid eventho you haven't used the Logistic on Hw yet. This is stupid and senseless. Spending money on upgrades you don't use or can't use.You're building a third factory on Moon when you're not able to spam from the 2 facs you already have.15-20 Min: You choose to get flak. You could easily had stuck to corvettes and gone for starbase instead. You don't have the resources to field enough flak and building flak vs and Advent spamming discs isn't the best choice IMO. Corvettes will outrun flak if the player you play against micro's well. Still haven't used the Logistic slots. Still no research in either Hull or Phase Missiles. Something you certainly would benefit you now when ur fielding Flaks aswell. Instead you upgrade fleet supply.You should try grabbing atleast first tier PM and first tier Health before you upgrade to 2nd fleet supply.20-30 Min: Starbase and PJI could been researched now to help with the chasing. You build ur 1st Civ lab while ur fighting eventho you don't have resources to fill the current fleetsupply. Nor have the resources to build a starbase or PJI. Which you should be prioritized. Upgraded Logistic slots on Moon, Still not using Hw's logistic. Also 1 slot on Roid.Money that was spent on upgrading logistic could be used to either get the pop upgrade for Moon, Full terran lockdown or starbase/pji research.25minutes in. You're #10 In research. Everyone else in the game have researched more then you.You need to get a feel about what to upgrade and when to upgrade it.You also call for feed at this time. Eventho your money coulda been spent in better ways.Learning to play without feed is a big step for noobs/regulars playing in skilled games but you can't progress if you always rely on someone feeding you.You're getting huge amount of feed during the time your fighting over the dessert.Thing's that woulda helped u is:•Repair bays•Hull upgrade•PM upgrade•Filling the 125 fleet supply using the 3 facs that's directly connected to the dessert.Instead you chose to try to put up a factory at the dessert. Something you really didn't need.30+ You started using the 3 factories to spam corvettes to the dessert.In the end you lost. Eventho u got 30k feed compared to my 0.So obviously ur doing ALOT of things wrong.Click for replay
Ok so after a lot of reading through the forums, and some great advice/coaching from the community, I finally waded into the multiplayer end of the pool. This 1v1 and the following 5v5 are my first games played vs actual human opponents.
Having said that I think I played respectably, but obviously still have a lot to learn so please give as much constructive criticism as would be helpful. I ask just one thing... since I'm assuming I'll get quite a bit of stuff to work on, please help me prioritize what are my most dire mistakes, and what can be addressed after I fix the major stuff. Maybe a tl;dr section that helps me triage my mistakes.
So here's the 1v1: http://www.2shared.com/file/KyGmbj6p/AutoRecord-12081328.html
Thanks again.
Ok, here's the 5v5 that they graciously let me participate in. This is ultimately where I want to be playing so all guidance is appreciated. I've been so focused on being aggressive and military that I was a little unprepared for my eco role but I learned a lot just from this game... apparently not how to set a good waypoint though :/
http://www.2shared.com/file/AiKI5P_D/AutoRecord-12081434.html
Thanks again for all feedback, and please let me know what I should prioritize going forward.
1v1
Remember colony ships have weapons as well so they can help with militias clearing and always jump capital ships first that way militia with few exceptions will target cap ship first. Learn which ships does not target ships you are using for expansion and target them first....
In 1v1 you failed to recognize that that ice connected to sun being massive choke and front line point if you got it ruby needs to make 2 jumps with ships to bring reinforcements. By early colonization and defending it you could easily afford so split fleet and use some to colonize rest of your side of map which had much more planets. Instead you wasted time by backtracking on vulcan and sitting on desert. I would also fleet later and go for trade ports instead.
You are not scouting to see what enemy is doing. Those factories you build on desert were just by chance on good planet but they did not have good position. Next time build them as closest to side of phase lane you will be jumping at as you can. You never colonized first ice and you are not aggressive enough, If you decided to build corvettes you could use them as harrass fleet and fleet that kills constructors which are priority whenever you come to enemy gravity well....
Once battle started you can see rubby building flak but because your factories are badly positioned your disciples counter which you do build takes too long to arrive resulting in loosing battle and game. You retreated too late as well.
That Ice you let rubby colonize and fleet from and bad position of your factories is what decided game. If you managed to get that next thing to worry about would be who gets titan out first and farms it on pirates
Oh and if you had that ice you would not need to worry about neutrals. They would be much easier to defend. Which you completely forgot about. You also never build all extractors on your planets. IMO it is best to purchase all extractors as you colonize. Yes you tie up some resources but the price you tie them for is much less than if you forget to build them.
5s
You were in eco slot which means you are not upgrading fleet supply unless ally is dying and feed wont save him. You needed to fill your log slots with trade ports...
I would like some play advice! I haven't played multiplayer yet because i mostly play for leisure and with friends, but i really like playing the Advent Loyalists and i played against an unfair AI that was the Vasari rebals and they smashed on me completely. I know i didn't fleet up early enough, but i don't know the best way how. Any tips you could give and possible strategies would be appreciated. Also besides the jumping Orky Vasari Rebals seem to have the best upgrades as well with the higher damage to phase missiles and the improved shields and hulls they get later on how as an advent do you counter that?
https://www.dropbox.com/s/v8davcgetpr701q/yo.recordreb
the below replay goes for the entire game which is about twice as long and i get stable with my Titan until he doubles my fleet.
https://www.dropbox.com/s/kj4uoq8t1s2p4yx/AutoRecord-12082304.recordreb
How to beat AI 1v1 (any difficulty):
1) Find chokepoint
2) Build starbase (before ANYTHING else)
3) Fully upgrade SB and surround with repair bays and a few turrents
4) Save up and build titan while opponent sends wave after wave of ships to be eaten by starbase
5) Level up titan off a couple waves of enemy attacks
6) Win
*EDIT* Fixed step 3
3.5) Build as many repair bays as possible around starbase.
A lot of my review for Archa's game vs Red is in agreement with Red's review. So I don't want to repeat things again but I've just picked up a few points from my review that were not really mentioned earlier and am going to focus on why sb rush as vasari is nearly always their only viable strat on an typical 1v1 setup in a skilled 5s. The reason is I got the impression in that game that you didn't trust in using the sb - both offensively and defensively. I'm going to talk both generally and in reference to your game vs Red.
1) At the very start, you must always micro your scout in such a way that it finds the enemy homeworld asap. Try not to leave it on autoscout until you find your opponent's hw. The hw gives you the most essential information as to what kind of approach you should adopt. Like Red said, as vasari on the front lines this is almost 99.9% of the time starting off with 2 weapons labs. Instead you chose to go double-frig factory/skirmisher spam from the outset. This is dangerous as vasari because vasari units at this stage of the game are expensive, take up a lot of fleet supply and have a slow build rate as compared to the other factions, meaning you will be outnumbered fast and be playing into advents early game strength which is low-tier spam.
2) If the scouts were micro'd properly, you would have found red building a culture centre on his hw, which was 3 jumps from your hw. You would also have found that his hw logistics was saturated (ONLY 1 factory, 2 harmonys and culture centre. THIS imo was your golden opportunity to attempt an sb rush, because if done right red would have had hard time fending it off with just the one factory on the hw. At worst it would have failed but I'm afraid corvettes and sb rush is about all that the vasari have in the early to even mid-game on the frontline. Sb rush would have a better chance of working if you did the hull and plasma gun research too.
3) If a direct sb rush fails then you can always appear to threaten, but not necessarily deploy, an sb. This for vasari players is a good way of buying time to build a fleet comparable to their opponents. So if you see a large enemy fleet in one well but send migrator off into a deeper enemy world then it will likely force that fleet to go back and follow the migrator. This can then allow you either time to build up larger forces or to attack in another direction with smaller fleet size but with the 'real' sb. This is kind of what Red was doing to you, forcing you to chase him around while he simply build up larger forces without you even knowing. Whereas this is really meant to be one of vasari's essential strats, to 'outfoot' the opponent systematically. You can do this by threatening to sb. Its another reason why double 2 weapons labs is a must for vasari. It unlocks pretty much everything you as vas will use up to mid-even late game from sbs and corvettes to pjis and later you can then transition to other units with the right upgrades.
Fiar enough about not really caring about single player lol! Either way when i play with my friends what is a good way to play Advent Loyalists? I really like trying to get a strong early economy but i leave myself open to early rushes i think. Also should i plan a different strat againt human players who play Vasari?
I currently play the same way i played against the AI when i play VS other people so any tips or criticism to improve my play would be awesome.
Thank!
Advent Loyalists really don't have many good options until the mid game. Now that global unity gives an allegiance bonus they do have something going for them economically, but really either of the TEC factions will be able to beat you economically, so you'll still be relying on your ship synergies to ensure you don't take as many casualties.
If you really want to play a more economic/defense Advent, and you don't care about multiplayer, I might just have to plug my Enhanced 4X mod. Among many other things I seriously buffed culture and the Advent loyalists have culture capacity at the start of the game, so they get a nice boost early game from that.
It's always hard to deal with Vasari as Advent. The AL titan's suppression aura helps somewhat by cutting their rate of fire. Combine with Vertigo on a rapture and you can seriously reduce enemy damage output. Culture upgrades and the shield pact will also reduce your vulnerability to phase missiles.
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