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Just a simple man trying to make his way in the universe. Sometime contributor to Sins of a Galactic Empire for Sins of a Solar Empire: Rebellion

Comment History
LudoKressh
LudoKressh - - 6 comments @ Sins of a Galactic Empire

Yup, a very nice Imperial glory shot. Do keep it up!

Good karma+1 vote
LudoKressh
LudoKressh - - 6 comments @ Sins of a Galactic Empire

Fair enough; it can indeed be pretty tough, especially on Hard and above. Then again, it IS somewhat realistic in that not every admiral out there was Kendal Ozzel, able to handle themselves in the field and deploy forces effectively against the enemy (which is this case is the player). This can be looked into, perhaps.

By the way, if you're not already a beta tester, you're more than welcome to sign-up and contribute to getting the mod up to snuff. PM Lavo for details as to how to situated.

@Lavo: Thanks for the reminder; still stuck with the old system in mind. xD

Good karma+1 vote
LudoKressh
LudoKressh - - 6 comments @ Sins of a Galactic Empire

It's part of the new in-game system. The AI needs extra impetus to research and build certain ships, capitals among them. This results in early fleets that are very well armed and supported which can lay waste to unprepared players. However, smart playing can deal with this fairly well, and, as in real life, give you an edge in the ebb and flow of battle.

Capital-based fleets need significant support vessels to achieve full operation efficacy as well as significant resources and infrastructure.

Use frigates to pad your squadrons with extra firepower, absorb enemy fire, and neutralize starfighter and bomber squadrons, and cruisers to back-up your capitals in terms of firepower and further protection. Carriers can supplement your own snubfghter squadrons and add to your ability to harass enemy ships even when no ships are in range to engage their targets.

Culture is a particular boon (or curse, if you're its target) in that its can prevent enemy recolonization of conquered loyal planets and colonization of saturate unaligned planets, so be sure to research it out and build HoloNet transceivers, as the AI will surely do. Beat it to the punch!

Above all, MOVE FAST. Constant research, constant construction, constant, sensible expansion to hyperspace lane junctions and the creation of well-fortified fortress worlds at choke-points to bottle-up enemy incursions and mitigate overall damage.

With that said, clear skies, and keep on fighting!

Good karma+1 vote
LudoKressh
LudoKressh - - 6 comments @ Sins of a Galactic Empire

Nope. AFAIK, it's part of the new ingame system. Adapt your strategy, and keep on fighting. :)

Good karma+2 votes
LudoKressh
LudoKressh - - 6 comments @ Sins of a Galactic Empire

I'm glad you're excited! An Old Republic-era mod is in the works, but progress is glacially slow and its priority is low compared to getting the main mod up to expectations.

To that end, I've been tasked with getting an iteration of the mod created and released, and my plans include a "mash-up" of the KotOR/TOR units to create three separate factions consisting of the Galactic Republic, (Revan's) Sith Empire and the Neo-Crusader Mando'ade.

The reason for a mash-up is the overall lack of unit rosters for either era. The only way to make a tenable series of factions is to cross the three century timeline gap and combine units. Also, the SoGE Team lacks dedicated modelers and skinners; what we use are "donations" from fans or conversions/kit-bashes of pre-made files. This makes progress extremely slow and restricted in its content.

That being said, talented volunteers are more than welcome to send Lavo a PM and offer their services!

Anyway, keep an eye out. When I get downtime, updates among other things will follow!

Good karma+2 votes
LudoKressh
LudoKressh - - 6 comments @ Mod and Indie News Recap

W00t for SoGE! Great job guys! :D

Good karma+4 votes