I'd like the pirates to be able to use Wormholes, as it is right now, they just use the phaselines and attack the first planet they come to. Using wormholes they could penetrate your empire a little farther and hit a better target. This would also allow some great custom map opportunities where the pirate base isn't connected via phaseline to anything, and has a wormhole connection that keeps players from attacking the pirate base to early or even knowing where they are. Also, could w
Daishzen
its easy, you tell it, i want you to retreat when your hull/shields are at x% and/or x%. should also be an option for telling the ships not to go beyond a certain distance from the grav well's edge so that retreats are still possible.
that's pretty much what I was thinking wilko, hopefully we can get something changed about fleets, as they are now, there kind of an annoyance instead of an asset. John, I'm not sure about your auto join problem, I do much the same thing as you, but I don't have a problem with ships joining the wrong fleet. Are you sure the planet is rallied to the fleet flagship and not the planet or just some ship in the fleet?
lol, considering that we beta testers badgered them about it through the entire beta process, I doubt it'll happen, but I'll keep my fingers crossed.
@GeoRElrod as far as i know nesting is impossible, I wish it wasn't as I would love to be able to have strikegroups in my fleet, but oh well. As for your comments about the siege ships in the fleet, i don't really have a problem with siege ships being in separate fleets since they don't have any business being on the pointy end of the stick that is my fleet stabbing into the enemy's planet. What I was more annoyed with in that issue was the fact that cap ships also bomb planets and so
its not paper rock scissors. I think combined arms is a better approach because instead of losing say 20% of your total combat strength when you lose a ship (i.e. high lvl cap ship loss with an all cap ship fleet) you only lose 1% of your total combat capability with each loss (i.e. frigate loss in a combined arms force). Also, you have some really nice abilities in some of the frigs and cruisers like the advent having a cruiser that takes a third of the damage coming into all ships around it
agreed xenpo, although it would be nice if you could set it to retreat to the edge of the grav well at say 40% health and then phase jump out at 25% health.
Also, if we could set rally points on fleets instead of a specific ship in the fleet. that would be great
yeah, but in a large game, those warnings tend to get covered up by other happenings.
yep combined arms will beat a cap ship fleet any day of the week. (as long as it is two actual players going at it and not a player vs. ai). The problem with using cap ships only is that on a damage/fleet point usage and a Health/fleet point usage, the capital ships come up short until you get to really high levels (like 8 or so). The actual ratios break even between frigs, cruisers, and caps at a lower level, but the fact that if all your fleet points are in cap ships, you will lose larger ch
personally, I never understood why Ironclad nerfed the PJI in beta 3, it originally stopped all non-ally phasejumping in the grav well. Frankly the only way that the PJI in its original implementation was overpowered was that it didn't cost enough (tac slots or resources). Personally I think we should move back to that PJI since it also brings strategy back to the game instead of just romping through the systems with a couple of massive fleets which is what happens now because there is no pena
The way that fleet upkeep should work is that every frigate, cruiser, and capital ship consumes x amount of resources/sec. This amount would obviously be very low since it is based on a per ship basis. Fleet research would still be used to increase your maximum fleet size but the upkeep per ship would become less efficient to reflect the growing bureaucracy that comes with having a larger fleet infrastructure. This way there is still a choice between having the absolute largest fleet and havi
ok, but in order to travel through the wormhole as a wormhole, i need to know where it goes to, its not like ships have a button that says, enter wormhole, so how do I find out where the wormhole goes so that i can tell the ships to travel through the wormhole?
I've got a post up about the problems and benefits of the current fleet implementation. [link="https://forums.sinsofasolarempire.com/?forumid=408&aid=176399#1453917"]WWW Link[/link] I've already mentioned this problem in it, but the more people we have thinking on fixes, the better.
yep, all energy weapons in the game get the buff, lasers, plasma, beam, the vasari wave and pulse guns, their all energy guns. And based on the ability text, i think the ability applies to your enemies as well, but that doesn't seem right. I'm hoping it only applies to your forces and your allies, but who knows.
So, I was wondering if anyone had figured out what the requirement was for ships to discover a wormhole's connection point because I have researched wormholes, but when I click on the wormholes they don't show me where they connect to. Do I need to discover the exit by normal means or what?
Vasari Ships are more durable (Hull) than the other two Also, Vasari have the ability to have the largest fleet. TEC will have the most logistics slots on a planet. Advent have the most tac slots on a planet. These three differences alone are game changing. Vasari can be even with another empire based on empire size (i.e. # of each planet type) research, planet upgrades, etc. but they will have more fleet points from the same number of fleet logistics because
Thats what I was thinking as well, although in order for it to be effective some of the other suggestions need to be implemented as well, only having 10 easily accessible fleets would be a real pain if I had to have my cap ships for each fleet under a different fleet icon from the rest of the combat ships just so that the fleet would keep fighting and moving when caps went after the planet. Right now I only have two effective fleets in my game, and i'm using up 8 or 9 command groups just so th
kreyson, if you're playing advent they don't have refineries, their trade ports have an ability to increase resource output instead, if your vasari or tec, then yeah its a research, at about the 4th level of the empire research. the build button for it is under logistics and is right next to the back button.
Well I don't know about a virus or disease, but the opening cinematic shows the problem starting at a transportation lab, so I'm thinking the vasari started playing around with ways to change the structure of space around a ship in order to enable it to travel faster than light, and they wound up creating something like the warp grenades from David Weber's Empire from the Ashes series except supersized. A warp grenade is a grenade that emits a field that drags things into another layer of reali
So, having been in the beta test without fleets, I'm glad that the devs put them in since it keeps ship management at a much more macro level since the fleets removed the old problem of one random frigate going out to attack an entire fleet, but the fleets in their current implementation are just a step in the right direction, a very small step. [B]What's done right:[/B] 1) Fleets stay together and attack the same general group of ships 2) The Player can modify just about a
lol, sweet, thats what i thought this was for, but i couldn't figure out why a planet would be a wormhole.
you mean they removed phaselanes in the final version, what did they do instead? Or are you talking about something from an earlier beta?
I'm pretty sure I saw something about this somewhere else, but I can't find it now. I was just wondering if anyone had found a way to put multiple entities in the same grav well. I'm pretty sure its not, but I was thinking that a new entity type with a new mesh and everything could be made to do this although that is quite a bit of extra work.
isWormhole FALSE minShadow 0.000000 maxShadow 0.000000 So while I was looking through the gameinfo folder for Sins, I noticed that every orbital entity had this entry in it, and all of them are set to the exact same thing. But I was wondering if anybody had figured out what this entry does. Does it allow us to make extra solar phaselane connections with planets, or what? Since nothing in the betas has this as true, it would make sense that it is for some sort of ability i