New player here, VERY excited about mod community

Hello all, new player to Sins here. I've been playing 4x games since Master of Orion came out when I was but a wee lad. Recently I enjoyed the hell out of Galactic Civilizations 2, but honesly Sins has a better method of capturing the tactical approach to combat that I've always craved in a 4x. I'm also VERY excited by the thread talking about Babylon 5 or Star Wars etc mods. I have only been playing for a week (and i have a very busy schedule, so free time is limited), so I will not be venturing onto the multiplayer stage for a while.

 

One big question: Is there a guide anywhere that shows the strenghts/weakness's of each race?

 

Smaller questions: How powerful isCulture in this game? IE can you culture flip a system?

 

Are Entrenchment and Diplomacy worth getting? I'm leaning heavily towards Entrenchment since I prefer to be a defensive player that uses high tech level units for harrasment and approaching an espionage/cultural approach to conquest.

 

My favored races have been Psilon/Klackon (MOO2) and Dominion of Krox/Yor Collective (GalCiv2). Are the races in this game different enough that they employ significantly disparate approaches to "winning" the game?

22,415 views 19 replies
Reply #1 Top

There's not really an overall guide. Some points though:

TEC tends to have good credit economy and cheap ships.

Advent get abilities/ships that synergize well and a strong fleet.

Vasari get earlier/mobile starbases and good resource economy.

 

Culture isn't very effective offensively. However, it raises the alliegance of planets affected by it, which in turn boosts your economy. Also, culture upgrades give a race specific bonus for your stuff within your culture.

 

Entrenchment is great, Diplomacy isn't out yet.

 

Strategies don't change too much due to the only way to win being militarily.

 

:fox:

Reply #2 Top

Is there a guide anywhere that shows the strenghts/weakness's of each race?
End of quote

There isn't actually a faction-by-faction guide that I'm aware of.  There are unit-by-unit guides and lots of generic (ie, faction independent) guides, but nothing that specifically addresses each faction.

Advent is very much a synergy-based faction, all about combining the strengths of a large number of different ships to create a very powerful overall army.  Take any one specific ship out of the equation and a disproportionate amount of their overall combat strength is reduced.

TEC are very much a faction of attrition; they have the cheapest frigates, the cheapest health and armour ugprades, and the cheapest healing support cruiser.  They also have good economic upgrades and the best heavy cruiser.  Very straightforward faction.

Vasari have expensive units that pack disappointingly little punch for their high cost.  However, they have the best auxiliary abilities in the game, such as the ability to set up "short cut" phase lanes that only they can use, phase missiles that bypass enemy shields (lethal against capital ships), mobile starbases, and scouts that can capture neutral extractors.

 

Smaller questions: How powerful isCulture in this game? IE can you culture flip a system?
End of quote

It can flip systems if your enemy does nothing about it.  That's a big if.  Very rarely happens in multiplayer.  Culture is usually used more defensively.

 

Are Entrenchment and Diplomacy worth getting? I'm leaning heavily towards Entrenchment since I prefer to be a defensive player that uses high tech level units for harrasment and approaching an espionage/cultural approach to conquest.
End of quote

Diplomacy has not been released yet; only pre-orders are available.  So unless you're a dedicated Sins fan there's no reason to jump in yet (although pre-orders will get to participate in the beta).  Entrenchment is definitely worthwhile, especially if you want to play online (most people play entrenchment online, so it's hard to find a vanilla game).  Most of the entrenchment stuff only comes into play mid-game, but starbases really add a lot of utility and strategies that didn't exist before.

Reply #3 Top

DEFINATELY get entrenchment if you want to play online... and entrencment will be required for diplomacy.

Reply #4 Top

Ya, if you want to mod. Get Entrenchment.

Reply #5 Top

I don't particularly want to mod myself, but I want to use the mods that are out there and contribute in whatever way I can to the mod community. Sadly, my profession hasn't lent itself to coding in any way.

 

I did have a question about ship AI. I read on the forums that individual ship AI is such that you don';t really have to command units to do ttheir jobs. IE seige planets, control cap abilities, etc. Does this mean it is not very effective to micro manage fleet battles (vs computer AI only, single player) as opposed to just jumping a fleet in and letting it do its own thing?

Reply #6 Top

Quoting Pignasty, reply 5
I did have a question about ship AI. I read on the forums that individual ship AI is such that you don';t really have to command units to do ttheir jobs. IE seige planets, control cap abilities, etc. Does this mean it is not very effective to micro manage fleet battles (vs computer AI only, single player) as opposed to just jumping a fleet in and letting it do its own thing?
End of Pignasty's quote
I wouldn't be so fast to discount the value that effective micro-ing can bring, but the battle AI is good enough that there are diminishing returns on such an effort.  The AI has its flaws - everything from where a fleet would jump in, to which ship you want to cast certain special abilities on, to staying out of range of some powerful starbase are things I often like to manage on my own.  Thankfully, the game allows you to handle each of these quite nicely.  You can auto manage each ability by toggling that option on or off.  You can move the fleet as a swarm (or not), assign ships to smaller fleets (or not), choose the order of targets to attack (or not), etc., etc..  I would look at yourself as an admiral of a fleet instead of needing to be a captain of each ship.

What you definitely don't need to do is assign a task to each individual ship while paused, then unpause the game.  When you're dealing with a fleet of 50 or so ships, that would be a little daunting and not even remotely useful toward enjoying the game.

Reply #7 Top

I primarily meant things like manually focusing the fire of an entire fleet on one ship at a time. Also, should fleet fire be focused against capital ships, or clearing out frigate groups? Does the AI assign specific ship types to attack other specific ship types based on their role? IE seigers go to the planet, LRM's target frigates/cruisers/capitals? Things like that.

 

Also, does the AI base its targeting on which enemy ship is at the lowest percentage of its total "health pool"?

 

I've been playing RTS since Warcraft 1, so I'm used to micro managing and focusing fire pretty heavily. It almost sounds like Sins doesn't require that kind of playstyle to be effective, which would be REALLY nice.

Reply #8 Top

Quoting Pignasty, reply 7
I primarily meant things like manually focusing the fire of an entire fleet on one ship at a time. Also, should fleet fire be focused against capital ships, or clearing out frigate groups? Does the AI assign specific ship types to attack other specific ship types based on their role? IE seigers go to the planet, LRM's target frigates/cruisers/capitals? Things like that.

 

Also, does the AI base its targeting on which enemy ship is at the lowest percentage of its total "health pool"?

 

I've been playing RTS since Warcraft 1, so I'm used to micro managing and focusing fire pretty heavily. It almost sounds like Sins doesn't require that kind of playstyle to be effective, which would be REALLY nice.
End of Pignasty's quote

 

As said before, the unit AI is hardly perfect, but it is like a super computer compared to Starcraft and most other games. Units do for the most part attack units they are strong against, seiges do immediately start bombing enemy planets, support cruisers automatically repair damaged ships (not always the ones you want them to, but about 70% time they get it right). I do notice the unit AI tends to take the distance of the enemy units into account, so a light frigate will attack an LRM if it in firing range instead of a carrier on the other side of a planet, but usually this is what you'd want it to do anyways. The only thing you might have to watch out for is units that are good against several different unit times, so if you bring light frigates to take out carriers, you might find they are attacking flak if you don't direct them otherwise. I know that unit type is more important than damage taken in determining targets, so if you want to finish a ship off it is best to focus fire.

 

And as to focus fire, you almost always focus fire on the capital ships. Their abilities really can change the course of a battle, and they can level up and become stronger as they destroy your ships. Against the AI destroying their capital ships is usually all you need to get them to retreat even if their remaining frigates are far stronger than your fleet with capital ships, and in general this is what human players do to (except they retreat their cap ships before they get destroyed).

 

On mods, the Sci-fi movies/TV show mods maybe the coolest ones, but their are alot of other mods to consider as well. The Mad Scientists mod adds some new unit types and a ton of new research that makes how you spend your R&D resources far more important. The Dynamic Battle system mod fundementally changes the way fleets behave and will force you to command your forces in an entirely different way. Some mods have become what I call "Framework mods", these are usually graphics, sound, or new planet mods that are often incorporated into mods that add new gameplay elements, and can enhance the value of the mod they're in just as much as say the Star Wars ships.

 

Anyways, I'm glad you've joined us in playing this truly wonderful game.

 

Reply #9 Top

hey GoFan77 you forgot to include Distant Stars to your list

Reply #10 Top

Quoting Ryat, reply 9
hey GoFan77 you forgot to include Distant Stars to your list
End of Ryat's quote

Not to smack DS, (since I am part of the dev team) but it is kinda like MS

Reply #11 Top

Quoting ice27828, reply 10



Quoting Ryat,
reply 9
hey GoFan77 you forgot to include Distant Stars to your list


Not to smack DS, (since I am part of the dev team) but it is kinda like MS
End of ice27828's quote

True but Im partial a little and I feel we have better pirates (Arrrh!) and a better setup with Dynamic Battle System ;P

Reply #12 Top

Quoting Ryat, reply 9
hey GoFan77 you forgot to include Distant Stars to your list
End of Ryat's quote

 

I wasn't trying to recommend (and certainly wasn't listing) any mods in particular, those aren't even the main mods I play. I just tried to give examples of mods that are not of popular Sci-fi movies/series (yet I help out with the Star Wars Requiem mod) that are still worth the time. Distant Stars is certainly one of them, but as ice said, DS and MS are pretty similiar mods. Really I recommend any prospective mod players try all of the mods as they possibly can.

Reply #13 Top

Could you please explain a bit more what Distant Stars, MS, etc are? I'd be all over dling mods and playing every night, but I stay with my GF 6 days per week and I have to update her GPU and RAM before I can put Sins on there. Hell, maybe I'll just bring my tower down. Bah....I want to actually PLAY the game instead of reading forums. Its torture!

 

I'll try to find some time to read over things in the mod forum in order to understand where to put files, etc. I am super excited about the prospect of a working B5 mod. I'd love to play as the Narn or Centari.

Reply #14 Top

Distant stars, MS (mad scientist)... and so forth... are mods... they generally have rediculously long threads in the modding section of the forums, and their features are far too numerous to try and name here. (search feature ftw)

 

I would, however, suggest, from personal expearance, that you should play the normal game (sins+entrenchment) for a while untill you get good with the game (alot of the mods tend to slightly turn up the difficulty level) and you understand all the game mechanics... infact, I would even say, hold off on the mods till you ALMOST get bored with sins... and then its like a whole new game again! (because, honestly... once you start dling mods... its hard to force yourself back to the now "boring" version. (unless your doing multiplayer, when its practicly required).

(and once again... after going to multiplayer... it gets really hard to go back to fighting the ai, cause the human opponets are so much tougher than the toughest ai)

right now... i just cant play normal sins because the new patch change log has me so excited, normal sins seems just pathetic compared to the new patch... and so i am stuck play mods (and i am actually helping play test a mod in progress as well)... and so forth.

Reply #15 Top

Agree with Pbhead, try out and play the game for a while to get a feel for it, some mods do ramp up the game in difficulty (ex. both Mad Scientist and Distant Stars have capital ships for the pirates which make pirate attacks nasty).

When you are ready simply ask for help and we will gladly help you out with anything you need (at least with the Distant Stars Mod Forum)

Reply #16 Top

You can no logner take control of enemy planets via culture, they simply are uncolonized. It used to be so u can take over in BETA, but it was deemed too powerful!

Reply #17 Top

ALrighty, I'll give it a few weeks to just play the game and get a feel for the game. I'm leaning towards enjoying the level of automation and being able to dedicate more attention to overall strategy as opposed to micro managing tactical aspects of combat.

 

I'm also getting the feel that Entrenchment adds a pretty huge amount of both strategic and tactical options?

Reply #18 Top

YES

very much so, especially for us modders, rare is the mod that works with vanilia (the original) anymore

definitely worth the cost of $30 (you only pay $10)

Reply #19 Top

The more I read about starbases etc, the more I'm leanign towards Entrenchment...might just DL when I get home from work today. 

 

My only problem is that the AI seems to gang up on me pretty well even when I have it split into 4 seperate teams. At one point last night I had 3 fleets plus a pirate fleet attacking the same star system. :/

 

Possible to adjust AI difficulty and goal (technologist, economist, warmonger, etc)