Shadowhal

Shadowhal

Joined Member # 2761571
21 Posts 774 Replies 13,959 Reputation

hm, well I can tell you one thing which is that the devs wanted a system where every unit would have a role and be useful throughout the game. in a way, heavy cruisers replace light frigs a bit towards the end, but for tec and advent the former are still quite useful later on for countering anti-matter heavy foes. as such ... well, how much additional differentiation for pure attack units can there be. do you want 10 different ships which all fullfill the same basic role, but with small

11 Replies 3,326 Views

I agree with Howdidudothat and VARoadstter for two reasons. a) this is the kind of kill relation we have come to expect from sci fi. look at space shooters like freespace or x-wing etc. fighters dont kill big ships. in fact they dont even make a dent (I spent 15 minutes trying to kill a damaged shivan corvette once because I just wanted that kill). bombers do. thats about the only thing they do. they are a tad slower, less agile, but heavier and have the bigger guns. period. b)

59 Replies 12,397 Views

yeah, I think it has always been that way ever since they implemented this option. wanted to comment on this a long time ago, but I never got around to do it and then wasnt sure if they hadnt corrected it in a newer patch. as I said, a minor nuisance, but something to be corrected nonetheless.

5 Replies 1,680 Views

to get back on topic: has anyone else noticed that you sometimes get kicked out of your own game, about 5 - 10 seconds after you created it. the only thing I can currently do is instantly checking the ready box. happened to a friend of mine too. I do have the "ip is not visible" thingy in the host capability tester. the games however worked fine once started. a really strange problem. sorry if it has been adressed already, I took a quick look and couldnt find evidence.

18 Replies 33,247 Views

tbh I dont like the design of having to fight bombers with fighters and that being the only counter unit. where is the problem with making flaks effective against bombers as well? and yes, they should destroy them reasonably fast. gives me little consolation if they do wipe them out in the end, when it takes so long that in the meantime half my fleet got pounded. make them borderline useless against anything else, but they HAVE to be able to take out bombers. more so even than fighters.

6 Replies 2,465 Views

ugh, I think we are getting a bit too much into economics here, especially wartime economics. but just to give you something to consider: when a real life army takes a huge loss in materiel, like lots of planes, ships or tanks, what will they do? scale down production because they cant afford it anymore and they dont need the infrastructure to construct thousands of these thing anymore? hardly, if materiel is lost, they try even harder to replace it. and really, since when is money an issue in t

23 Replies 7,228 Views

isnt there also an in-game map creator? I mean it does not have a graphical interface, but it seems to me to be what the tc is looking for. basically you tell the creator how many stars you want to have, how many planets and what types. if you want you can play around how far apart and clustered they are and a bunch of other things. you can basically make your own map in a matter of minutes. should be located in one of the left hand side tabs when you chose whether to play tutorial, new

10 Replies 11,642 Views

[quote]The whole point is not to lose your fleet.if you lose your dan fleet, and planets, and whine you cant go back on your fleet cap.you, in my books, deserve everything that you get, for sucking and losing your fleet. Othervice whats the point?"oh i lost my flet, no worries, lets go to 0 fleet and ECO whore a little"Very insightful - but it still isn't the pinnacle of game design that Sins doesn't allow you to rebuild an economy after researching fleet supply and losing planets. Even if you o

23 Replies 7,228 Views

tbh, I like the current system. being locked makes the decision whether to move to the next level all the more important, something you have to consider carefully. besides: you shouldnt really allow the major part of fleet get wiped out anyway, in that case retreat is more of an option, even if it means losing a planet.

23 Replies 7,228 Views

[quote]The size of the grav well also affects phase jumps I believe. So while it might be great to have a smaller grav well if it's a travel hub so it takes less time for your fleet to cross through, enemy fleets will also arrive that much closer to your planet.[/quote] exactly, for example one of the higher vasari abilities allows earlier phase space travel, i.e. closer to the planet, which is quite useful when you have to retreat fast or when you want to head directly deeper into ene

6 Replies 4,747 Views

a) there is a research in the empire (i.e. civilian) part which enables interstellar travel b) wormholes are another (higher) technology in the same tree. they can be intra-system or inter-system, varies between maps. tipp: vasari get those techs first.

6 Replies 4,747 Views

difficult to say, I never was a balance expert. rough figures (cited from memory after one game) as of now (tec version): 800 credits 150 metal 125 crystal 14 fp 1300 hp 600 sp 2 squads I'd say if you are not too short on crystals its worth it. dont forget you get them fairly early AND they are pretty tough AND they can sit comfortably at a grav well ready to retreat when in danger. good enough for me, but we'll see how they end up.

3 Replies 1,605 Views

no, as far as I can determine they did not. the new balance is that light carriers now cost a lot more (all, creds, metal, crystal and fp), but have a noticeable increase in hit points and shields and of course get a second squadron (tec)/ two more (advent). purely resource wise and hp speaking the are probably the strongest no-capital ship right now. and I tend to like it (also bc their increased strength makes them easier to protect and withdraw).

3 Replies 1,605 Views

I have a different problem with the screen. well, its not exactly a problem, rather a suggestion. in the bounty part, why do we always see basically the same information in both tabs. seriously the only difference is that one is for increasing bounty and the other is for showing the most highly priced player. what would make a lot more sense imo is to have the right tab always display your portray and the according bounty and on the left side you have the highest player with bounty on t

24 Replies 4,966 Views

when you activate long research times ( or even some later ones at normal) they take quite some time and I often find myself ordering a few research objects at once if I see surplus resources. now, as a few minutes of gameplay develop I may see a certain need to rearrange items, have some things earlier, some things later, like when I unexpectedly lost many ships and want to postpone a ship limit upgrade. or when I discover an ice/ volcanic planet I might want to slip that one in. if its

3 Replies 6,920 Views

when you hover over the carrier cruiser description it still says "... fields A squad" which of course is now not correct anymore, as they carry more than one. trivial, but still. only checked it for tec, but I guess its the same for all races. be careful to check both research and construction tooltips.

1 Replies 980 Views

I confirm this bug. had it on a volanic, fairly early in the game on that starlike 4 player map. I'll make a savegame just in case you need it.

6 Replies 2,921 Views

hm, I have given the issue some consideration and maybe one of the reasons its not that fleshed out is that it would distract too much from the action at hand. I think the underground/ pirate screen serves as a case in point. you cannot sit there for one or two minutes and constantly watch the bounties to make sure you wont get hit by the pirates, hence the mini screen we hopefully seen soon in 1.10 beta. now, if you implemented a whole, big diplomacy feature that would take you quite a

16 Replies 11,096 Views

I agree with most points here, its actually a fairly old complaint from when the game was more or less complete. and its not like this is tbs/ 4x exclusive, just take a look at rise of nations (which was after all a critically acclaimed title for many) where you have winning conditions on a % of territory and wonders or the classic elimination. I won't go off and drop suggestions, I have done so before and I think the point is already made, I'm quite sure that if the devs do want to imp

5 Replies 3,865 Views

[quote]I'd like a way to handicap/augment human players. My son won't play against me anymore because I beat him a few times (handily-as I should, having played strategy games a lot longer than him), but I can't win when playing against him and his friend as a team (way too much fleet/development). Simply adding AI players to one side doesn't work since they don't cooperate all that well.[/quote] more something for a patch or expansion I figure. go for the wc3 approach and give a setter

43 Replies 60,971 Views