A lot of people seem to be pushing for capital ships with very limited roles, rather than the Army-of-One Capital Ships that Sins has right now. Another permutation of this is limiting fighters to carriers. I think both of those are mistakes and somewhat against not only Sins current design but against its models too, since all the capital ships so far have fighter bays. Regarding subsystems... The best reason for this is to discourage concentrated fire, which tends to rule hp-based g
DeadlyShoe
so i should back up my files first or not?
Looking good. Made any progress with the mesh standard? Are you going to stick with solar systems, SOASE-style?
Inhibitor immunity only applies to the scout frigate.
the kols beams are limited to front arc. the pic rather looks like the kol passed the frigate after firing at it.
Right now ive modded Raze Planet so it has 25000 range and does more damage. I also set it up so levels 0-2 fire 4-6 shots respectively. I like it much better, but the ship AI wants to fly off into netherland when i use it.. lol. Even with my high damage values it doesnt seem to damage planets all that much. It might be bugged. In the past ive modded it so that ships generally had more CPs and fighter/bomber squads were twice as big. That didnt work out in the long run though.
but they dont always dock, and those left behind goes poof short after. actually if any arnt docked yet they get teleported into the ship
Ramping cost for defenses could help with this a lot. I think what defenses really need though is a HP reduction. In fact, all planetary modules should be easier to kill. Tough modules discourages raiding. Even the toughest defenses are beatable... 20 hangar defenses is a lot, but so is 20 Flak Frigates. In one game the enemy built 27 (!) hangar defenses at their home planet. And this was when i had modded the game so fighter/bomber squadrons were twice as big and were buil
I'm pretty sure they represent damage-over-time. Like though the marza has a missile damage rating of 22 at level 1, the missiles hit pretty damn hard.
If I understand you right, your question is "Will I have to pay for the retail version on top of the pre order?" If thats so, then no. You can pre order, be charged for it, and never play the beta if you want, but I would just hold off on preordering it until it comes out in that case.
How would you build a station at the sun? You would need a special builder ship or something.
Woops, I didn't see that "Multiple research centers are needed" bit in the patch notes. Disregard my complaint about research centers. On a related note, maybe research centers to one per system, to increase defensive requirements for high tech.
Because- theoretically - a fan mod in the same genre (flight/shooter) can take sales away from the 'real' game.
Well if he's working on a 360 game thats very bad news actually. That's like 3x the probablity of lawyer shutdown.
Hrmmm... None of the races are good or bad in my opinion.
The latest: -You get a 'Reinforcements have joined the battle' text even if the battle is over when the ships arrive. -One of the weapons-target locations on the Pirate Pillager doesnt seem to be touching the hull. This is pretty apparent when the Kol's beams are firing. -The firepower increase for leveling up seems rather extreme... ;X -Gravity wells can occlude the sun glare effect. (I think. Rotate the camera to the 'plane of battle' and i lose the sun glar
Inhibitors can be pretty early as is... early inhibitors pretty much eliminates the possiblity of raiding
Yep, the triple cannon is a laser. Besides the data files, you can tell from the bolt it throws.
Ctrl-alt-del, check for any processes consuming cpu or memory.
it's not supposed to be fun. Realism doesnt matter as long as you're consistent.
just remember: don't click yes if you are modding
the greatest issue i have is the inability for the player to follow his ship's movement by having a camera that allows him/her to lock onto the selected ship/group of ships and follow them in battle. Use the camera lock (M, icon on top of screen). At least, I think it still works in this version. game would be imbalanced and quite silly if you couldnt win through sheer force of numbers, but there are abilities which counter nu
I'm pretty sure this is because of Defend Local Area. Set them on it in one system, then jump to another. I think it happens when they lose their auto attack target.
Game 1.rar Attempting to load this save game causes the game to give two errors then CTD. I'm positive the savegame is from this version. I was using Radiation Bomb the last two times my computer reset while playing Sins. I don't know if that means anything.
well, in alpha centauri, your allies would generally stick with you unless the 'You're Too Powerful' condition kicked in or unless you starting making social engineering choices that were unacceptable to them.