Thank you for doing this let's learn Dave. It's both enlightening and enjoyable. One tip that I have found helpful is that when an event comes up ("we sense approaching invaders") you can hit space bar to zoom to that event. Also if you select an event in the event log in the lower left, pressing space bar will zoom to the event you have highlighted. Hope that helps.
Radiance isn't the worst capital ship for Advent, just highly specialized at taking down other capital ships. Detonate Antimatter also targets Titans, and keeps them from using their abilities: whether those are tanking abilities that let the titan wear down 100 ships over time or abilities that destroy 30 of your ships in the blink of an eye. Generally I'd say the sixth class of capital ship, i.e. those introduced in Rebellion, tend to be the worst. The TEC version especially is about as pathetic as the Kol was back when the game first released, before that ship received a half dozen sequential buffs. If I'm playing Advent I generally go for the Radiance on small preset maps, or a Mothership on larger maps. Later on I'll toss in 2-3 Halcyon carriers and a Rapture to buff them up. If a leveled enemy titan is in play I'll consider a Radiance to help shut it down.
3:32 Ha ha ha ha! The refinery is literally a factory floating in space, complete with smoke stacks. That is so ridiculous. 8:33 Ferrous Evangelism sounds like a fancy way of saying it is by sword. As for the slow crawl of conquest, that is the way I prefer to do it in strategy games as well. Take out one planet, city, base, whatever, fortify my new position, heal/repair my military, and finally when I am ready, move on to the next. It takes time, but it works.
The Advent do not have a refinery by itself, but they can research "Resource Focus" (under harmony tree). This gives the Advent trade ports the ability to turn off their trading function and instead act as a semi refinery, works only for the system it is activated in. As it sounds, turning off the trading function, means no more monetary income from it, during the function. These statement are based on the Sins wiki and some other sources.
With the E4X mod I use, the mines that TEC and Vasari AI like to lay around function differently. Instead of just blowing up like a mine predictably would, they emit a constant DoT that affects nearby fleets. This especially makes scouts crucial to exposing their vulnerability ASAP.
I know it's way late, but the Advent trade port has a toggle for the refinery mode and trade. It's not nearly as good as TEC, but they're the eco powerhouse anyway..
I have suspected for a while (and recently had it confirmed) that the AI sucks at multi-star maps. I think this is the main reason behind the AI lacking a fleet; it doesn't really know what to do on those maps. And you leave the radiance alone!
oh yeah.. that dead rock I was attacking... forgot about that. What's the news from the front? They're all dead? Splendid! Now back to building my fleet.
Drop starbases with the just the auxiliary government (or whatever the advent call it) upgrade on your newly acquired planets. That way you don't lose them when... everyone gets killed by novolith strikes. That can be a good stopgap until you take care of the weapons themselves. Also, build ya frekn' Titan!
That's a tricky dilemma. A starbase with one upgrade costs a fair bit and represents a bit of a time commitment, which I think would roughly translate to having to tolerate more incoming Novalith hits. I can imagine a situation where this would be important. I wonder if the AI would be smart enough to target the systems without starbases first.
I would say that those 'government' starbases would only be worth it on enemy planets, not asteroids, that you have taken. I have no Idea how the AI picks targets... out of a hat, I guess?
Why don't you create fleets with different responsibilities? One fleet to decimate a planet, another to lead an attack followed by the first fleet, a small fleet for defense? That way you can compartmentalize the attacks into smaller fleets..
Because numeric superiority is *extremely* important in this game. Feel free to divide your forces and see how it works. I'd be interested in the results and imagine it could work, but I expect it will come with some pretty substantial risk.
@@GetDaved well it worked like a charm for multiple star systems... merged some smaller fleets when going for a bottle neck and all. But for single systems it didn't. Single star systems are better of with one massive fleet for attack and some small frigates per planet for defence. During the endgame if you have military and economy superiority and are able to sustain even more capital ships it's best to make tiny fleets for defence or to be the tip of the spear, or to come in later during the battle to support/go for the planet/disable the mines/ etc... different mini fleets for different situations.
In my opinion the Illuminator is the best one. It has an ability that creates a false clone of itself, so you can create a very large army quickly, and they can overwhelm the opposition with numbers, which is a big deal with the Advent, which typically have quality rather than quantity. The Illuminator is also strong against enemy frigates. You definitely want to build other ships depending on what the enemy is building. For example, Illuminators are very weak to fighters, so if the enemy is building carriers you need to switch tactics.
Thank you for doing this let's learn Dave. It's both enlightening and enjoyable.
One tip that I have found helpful is that when an event comes up ("we sense approaching invaders") you can hit space bar to zoom to that event. Also if you select an event in the event log in the lower left, pressing space bar will zoom to the event you have highlighted. Hope that helps.
Superweapons, I find, are no trouble if you've got a sandy-haired youth from a desert planet on hand.
I doubt it. The targeting area is only 2 meters wide on these super weapons, there's no way anyone could hit that.
GetDaved It's not impossible. I used to bullseye womprats in my T-16 back home; they're no bigger than 2 meters.
Having now been properly Daved once more, I am again satisfied with my lot in life. Yep.
Radiance isn't the worst capital ship for Advent, just highly specialized at taking down other capital ships. Detonate Antimatter also targets Titans, and keeps them from using their abilities: whether those are tanking abilities that let the titan wear down 100 ships over time or abilities that destroy 30 of your ships in the blink of an eye.
Generally I'd say the sixth class of capital ship, i.e. those introduced in Rebellion, tend to be the worst. The TEC version especially is about as pathetic as the Kol was back when the game first released, before that ship received a half dozen sequential buffs.
If I'm playing Advent I generally go for the Radiance on small preset maps, or a Mothership on larger maps. Later on I'll toss in 2-3 Halcyon carriers and a Rapture to buff them up. If a leveled enemy titan is in play I'll consider a Radiance to help shut it down.
Just got the game, started watching your videos for the very basics but sticking around because you make good content :D
3:32 Ha ha ha ha! The refinery is literally a factory floating in space, complete with smoke stacks. That is so ridiculous.
8:33 Ferrous Evangelism sounds like a fancy way of saying it is by sword.
As for the slow crawl of conquest, that is the way I prefer to do it in strategy games as well. Take out one planet, city, base, whatever, fortify my new position, heal/repair my military, and finally when I am ready, move on to the next. It takes time, but it works.
The refinery looked like something I would have built in Spore if I wasn't feeling particularly creative that day.
Slow and steady advances are best. I do that as well, be it this game, Supcom, or Total War games... or any other strategy game
The Advent do not have a refinery by itself, but they can research "Resource Focus" (under harmony tree). This gives the Advent trade ports the ability to turn off their trading function and instead act as a semi refinery, works only for the system it is activated in. As it sounds, turning off the trading function, means no more monetary income from it, during the function.
These statement are based on the Sins wiki and some other sources.
With the E4X mod I use, the mines that TEC and Vasari AI like to lay around function differently. Instead of just blowing up like a mine predictably would, they emit a constant DoT that affects nearby fleets. This especially makes scouts crucial to exposing their vulnerability ASAP.
Space pollution, its serious business.
I'm not sure if you mentioned this, but how do you increase a planet's allegiance to you if it's far from your home world?
I know it's way late, but the Advent trade port has a toggle for the refinery mode and trade. It's not nearly as good as TEC, but they're the eco powerhouse anyway..
Dark blue built two Novalith and two starbases but seems to have forgot to spend any money on an actual fleet.
I have suspected for a while (and recently had it confirmed) that the AI sucks at multi-star maps. I think this is the main reason behind the AI lacking a fleet; it doesn't really know what to do on those maps. And you leave the radiance alone!
oh yeah.. that dead rock I was attacking... forgot about that. What's the news from the front? They're all dead? Splendid! Now back to building my fleet.
Drop starbases with the just the auxiliary government (or whatever the advent call it) upgrade on your newly acquired planets. That way you don't lose them when... everyone gets killed by novolith strikes. That can be a good stopgap until you take care of the weapons themselves.
Also, build ya frekn' Titan!
That's a tricky dilemma. A starbase with one upgrade costs a fair bit and represents a bit of a time commitment, which I think would roughly translate to having to tolerate more incoming Novalith hits. I can imagine a situation where this would be important. I wonder if the AI would be smart enough to target the systems without starbases first.
I would say that those 'government' starbases would only be worth it on enemy planets, not asteroids, that you have taken. I have no Idea how the AI picks targets... out of a hat, I guess?
loving the vids
Why don't you create fleets with different responsibilities? One fleet to decimate a planet, another to lead an attack followed by the first fleet, a small fleet for defense? That way you can compartmentalize the attacks into smaller fleets..
Because numeric superiority is *extremely* important in this game. Feel free to divide your forces and see how it works. I'd be interested in the results and imagine it could work, but I expect it will come with some pretty substantial risk.
@@GetDaved well it worked like a charm for multiple star systems... merged some smaller fleets when going for a bottle neck and all. But for single systems it didn't. Single star systems are better of with one massive fleet for attack and some small frigates per planet for defence. During the endgame if you have military and economy superiority and are able to sustain even more capital ships it's best to make tiny fleets for defence or to be the tip of the spear, or to come in later during the battle to support/go for the planet/disable the mines/ etc... different mini fleets for different situations.
what you need in this game is an ice planet. they have more crystal mines. so maby that is a good move if possible.
Now you have Polar planets :)
it looks like blue is fighting a guerilla style war
I have a question:
Why exactly are you only building Illuminator-type frigates? Are the other ones simply not worth the trouble?
In my opinion the Illuminator is the best one. It has an ability that creates a false clone of itself, so you can create a very large army quickly, and they can overwhelm the opposition with numbers, which is a big deal with the Advent, which typically have quality rather than quantity. The Illuminator is also strong against enemy frigates. You definitely want to build other ships depending on what the enemy is building. For example, Illuminators are very weak to fighters, so if the enemy is building carriers you need to switch tactics.
So how are the enemies producing all of these super weapons so fast? Are they forgoing a fleet in favor of the crazy death nuke?
TEC Loyalists get them sooner in the tech tree and I think can also make them cheaper than normal. I have noticed the AI likes to spam them.
Yeah seriously, he had to kill two of those on dark blue alone and now light blue has them.
Shift to multi select target?...I think you have not gone over that yet...unless I am dense...
Where have I seen your avatar pic before?
The hint is orion..