I haven't even finished all challenges I'm playing skirmish on many maps again and again... Anyone feeling the need to write another strategy tutorial? I may write a second one this week, but we need more people to get this thread filled with helpful strategies
hay! Hi! I'm new to the forum. I'm Alex, Alex from Sweden. Try this: play as read, and only use cruisers! (it only works with red, because red only use 1 cap on every cruiser, while blue uses 2 caps [is it called "caps"?? or maybe its called pops? { I mean the number of things you can build, the "Upkeep"}]). Try this on conquest, team duel, (or maybe taking sides) play as red and activate al 7 AI's. Your gonna want to be as far from the enemy AI's as possible (because you need to survive for a long time), so use your team AI's as a shield. build 0-3 harvester (don't really know how many you really need) and then build as many cruisers as possible, if your team is not killed by the time you are done (which it probably is ) you should have around 44-50 cruisers!!!! (depends on how many harvesters you have) And i find them vary effective even in numbers of 15-30. The problem whit this strategy is that you don't have the time to build as many cruisers as you need because your own 3 team AI's never manage to survive against the enemy's 4 AI's without your help. But maybe its possible to help defending by building carriers, or a foundry, and then carriers or battleships to aid your teams defence. And then as you have maxed your number of things you can build, you should gradually get your foundry, harvesters, battleships, carriers killed and replaced by more cruisers. when you have as many cruisers as possible, you simply storm their base together whit your team this is not the fastest way to win a game, and i'm not even sure its possible to win the game this way I have only tested it a couple of times, and not ever truly succeeded because my team always manages to die before I can initiate the attack. But I do believe that you could be unstoppable if you manages to get 50 Cruisers, and still have al your AI teammates left in the game. This is ofc just a theory, and I will ofc try it out more and post the results. Maybe this would work better in a human vs human TEAM!! match? At the moment I don't have wifi, so no multiplayer for me love the game btw! (sorry if there's any bad spelling) Keep it clean // Peace~
Hey! i was mentioned! anyways. I'm sorry to say I havent been playing nearly as much REd Conquest! as you vingdoloras , but I have been playing. I've been playing at 1.5 since pretty much the beginning. The A.I is really good in this game. So far I've only tried 1-2 A.I opponenets. I tried more but they destroyed each other so I figured 1-3 is good enough to have a decent match. great game and great strategies !
If the enemy uses Battleships (the AI uses Carriers very often... Carriers fail against Cruisers, but Battleships toast your cruiser army) and knows how to move units so they work TOGETHER instead of just outnumbering the enemy, then you will lose.
Usually I don't play RTS (though I do play red conquest a lot ), when I do play, I normally flank my enemy, and try different tactics, as I found it more intriguing to play this way. But I really think there's actually a strategic point in outnumbering the enemy, especially if the enemy is himself trying a fragile tactic. in those numbers we talk about ( 30-50 cruisers ) nut much will stand a chance, and ad to that your temmates battleships and carriers. You literally engulf the enemy. If you use turtle formation, and give them orders to go to the exact location of the enemy. they will "swallow" the enemy. and whenever I try this, the enemy just pops-off and die in a mater of seconds. And because the cruisers are so fast they would even run your asteroidfield-protected-battleship-MV-Monitor-carrier-formation ( APBMMC-F ?? ^^) over. Id love to try human vs human, one only builds cruisers, and the other only builds battleships. and agree to not attack each other until both have max nr of ships. (And no I'm not sure of anything. I just thinks its worth a shot on trying the strength of the tactics out, I gladly would like to know if you Vingdoloras, tried it out. Sense you seam to know the game pretty good ) Btw, why does the red AI always build so many foundry's?
Just tried your APBMMC-Formation Vingdoloras, and its really, really good! l Like it a lot. Thx for posting it. ^^'
Cruiser spam with red is pretty much unbeatable actually, assuming both players are equally skilled. Me and my friends play quite a bit during bus trips and what not. The gist of this strategy is: *Send your mother ship thing straight to the middle at the very start *Build: harvester-> cruiser X3 - > harvester- > cruiser x 99 ( just keep building them non stop at this point). *As soon as you get a cruiser, send it to a different corner of the map to find enemy *Enemy found - > take everything and attack. If you are playing vs blue, it takes a stupid amount of micro to defend against this, and if blue didn't go foundry -> medic thingy, he lost. If you are playing red, you have a slightly higher chance of winning, but it is still pretty low. If you are playing on a small map, then you can skip harvesters and only build cruisers, should have enough resources for like 6-7, thats enough to take the enemy out. PS: The Ai isn't very difficult to beat, you can win by spamming any unit you want, heck it's possible to win just spamming foundries . Anyway, here is my blue build: Mothership: Foundry - > harvester > Carrier -> Scout (not needed on small maps) Foundry: Medic (forgot actual name, the circle thingy) -> harvester - > battleships (as many as possible) Carrier - > 2 cannon thingies. Early medic is a must to defend against rushes... If you lose him you've pretty much lost. Edit: Just read the entire thread, seems that Vingdoloras is pretty much doing the same thing . Damn, I thought I was being original .
Happy to announce that Red Conquest Episode 2 will be submitted today, as a free update for episode 1 purchasers. If you wait until it comes out to buy it, it's going to be on sale for a limited time as soon as the update hits! strategic changes: red cruisers are less powerful now, and cost a bit more. Their main advantage is in high numbers - they only cost you 1 upkeep, so you can have a ton of them. Green! green is very different from the others. There is a new unit, the corvette, that has weak shields but a long-range main weapon that does a high amount of damage bit by bit. It's very fast, as well! So, if you're willing to micro-manage one or two corvettes, you can take out someone with inadequate defenses over time without losing a single unit, using the "kiting" method (staying just out of their attack range, picking at them here and there). Green has a different build tree as well. Every ship (except the base) can duplicate itself - so strategic positioning becomes very interesting - do you keep a monitor back, away from the fight, producing more monitors to send up? Or do you go in to battle building more and more units as you go, with the risk that all your resources will be lost if your ship is destroyed? Also, you can send a harvester out to a resource area, and instruct the harvester itself to build more harvesters as it goes - no more positioning foundries between strategic locations, or turtling around resources. Blue ships were cheap, but built slowly, and red ships cost more but built quickly... but now, green ships are much more powerful than individual red or blue ships - so they cost a lot AND take a long time to build! differences: -green harvesters are actually decent combat units -actually, all green ships except the scout are okay in combat (yes, even the maintenance vessel) -green base has a long-range cannon - on close-range multiplayer maps, this is an interesting advantage, if the other players give green enough time to build their first ships -all green ships can build more of themselves - so since green ships are expensive, you're constrained by (A) how long it takes you to build, and (B) how many resources you have, but not how many bases or foundries you have. The limiting factor for green is more in the resource production and consumption steps - so make sure you claim those resource areas and hold them! in general, a green fleet equal in size to a red or blue fleet will absolutely wreck their opponent. Green is a force to be reckoned with. As a blue or red player, do NOT let green build up their economy early on or you will be crushed later on. If you have any more questions regarding strategy for the green forces, in the upcoming Episode 2 update for Red Conquest, post here! -
Did i hear... sale??? I really wish i could try even a 1 level demo... i'm so hesitant. I've spent money on games and the controls or other things are just such a let down. If its .99c I'll probably buy it with no hesitation regardless.
Oh, also: to differentiate carriers more from battleships/destroyers, I've increased the HP and decreased the firepower for carriers. Carriers are a bit more like tanks now, heavy blockade-style units - still great to have for crowd control on the front lines, though. the upkeep cost of the blue foundry has been lowered, since blue is limited by build capacity, and the foundry was a bit too expensive for most blue strategies. fighter formations cost less now, to bring it more in line with their real-world performance. It used to be that making fighters was not as cost-effective as building more units, but now that's more questionable, especially as blue - since you're limited by build capacity, and usually have more than enough resources, now it's viable to just beef up your individual ship defenses with fighter formations! Ship pathfinding! This was a big request. Now ships actually try to go around each other, rather than just smashing into each other head on, and getting stuck for a while. This especially helps planetary defenses - telling a ship to go to the other side of a planet is no longer a painful hands-on process, thanks to the new pathfinding. blue and green cruisers are a little bit more combat-ready now, they have a little more power than they used to. Red's cruisers were a bit overpowered before.
Yeah, I did a LOT of testing and balancing for green - but there are always slight balance issues in realtime strategy games. I'd be interested in hearing your thoughts about green's balance when the update comes out.
it depends on how you use them, really. if the enemy is dispersed a little, swarming them with red cruisers is a decent strategy. If you can keep the enemy from regrouping, swarm tactics are ok. If the enemy has a dense formation, you won't be able to attack them all with 50 cruisers - some cruisers will be kept from the front lines, because ships physically block each other. Another thing to keep in mind (that a lot of people probably don't know) is that battleships and destroyers have a "support" multiplier, which makes the nearest ship have higher defenses. If you put two battleships together, they're both 20% more powerful. Also, cruisers can only attack one ship at a time, but battleships can attack one target at full strength, and three extra targets at 25% power. They are an excellent combat unit. That being said, if 50 cruisers are properly used, they could probably overrun 15 battleships - but it would take more time and resources to build 50 cruisers with the current balance.