Any chance of getting a Homeworld\dawn of war 1 color palette where the whole spectrum of colors can be chosen rather than just 10 or so chosen colors. I don't understand why a restriction in color choice by the player is needed at all? Bascially the two games mentioned above had a box that showed a whole spectrum of colors that a cursor could be dragged around to. They equated to an RGB color code. In addition a dark/light slider was also provided so you could adjust each of those co
Norska
I noticed the same thing. If you build trade ports you get boxes to use in the trade window (F8). If you do not allocate them to "boosting" your exports of a particular resource then the boxes seem to stay in the "import" area up the top. However nowhere does it say what importing does for you or what it imports. As soon as you allocate an import box to an export slot you get trade income showing in the exact amount allocated by the box in the appropriate credit/resource summary. 
Good to hear this. I remember chivalry 2 had a horrid time with this. Epic Games problem I have right now is that you cannot gift games to friends on the platform.
Good thoughts. I would say from a less analytical point of view that their may be a META eventually BUT everything is fun to try and does not need a constant place in a line up. But yeah, I know that in game design everything is supposed to be more than just flavor. Their are also combinations of things like auto loader and heavy gause slugs. I asked a long time ago for a warship type of a class between cruiser (armored cruisers to light cruisers really) and capital ships (super
Good to see somebody already at the modding. From what I have seen even the devs expect they will heavily rely on star wars and star trek complete overhaul mods. Personally I don't think the scope and feel of sins is large and detailed enough for Star Trek especially where large fleets always seemed to be hard for the Federation to get together, let alone thousands of miranda class ships wandering around all over the place. Star Wars was the same. The rebels barely had a fleet and now they ha
I know that pirates throughout history have often acted like mercenary companies and even state sactioned mercenary companies. But apart from the really large pirate organisations there were also mercenary organisations that did not partake in acts of piracy So from my perspective pirates in sins2 and for that matter sins1, are not really pirates. Because they primarily work for factions as mercenaries. Pirates should backstab and be active at all times in small groups.
I see they disappear as soon as the planet is taken out. Ignore me on this :)
I just noticed I have been fighting some insurgents. Perhaps they could have come and gone instantly? Perhaps they exploded and then came back when the culture changed?
Need to know I got my main fleets pathing right and if ships are coming from everywhere to join I get lines from everywhere which is confusing. Re-enforcements should be a dotted line?
Had it happen a few times today. Entire enemy fleets gone after a starbase or something explodes. They seem to explode also I think. But then come back like they were a jump away? I think I saw it happen at least twice. P.S. Should I look up how to bug report properly?
Just wondering whether resources available should only be local between those planets actually connected and therefore in communication and that can actively transport goods and services to each other?
I think the vasari starbase acting like an TITAN trapped in a gravity well is always going to be a huge advantage over simply being able to slowly move a TEC stabase from one point to another once every 15 minutes (takes an additional 5 mins to orbit a planet minimum, which would be the maximum you would allow it's small retro thrusters to move it each recharge). For one once in motion you cannot change the burn and so cannot react like a vasari stabase can. You cannot give m
Thanks smarti. It seemed like a dumb question, like it was obvious. But I wanted to know conclusively from those that had looked at the stats or seen enough in game stats to realise.... i'd probably look at a ship with more of the same gun types that I could compare stats with the smaller ships for to realise the damage was listed as the same and therefore per gun. Easier to ask at this stage. Apprecaite your time.
Really missing the formations from sins1 at the moment because I want my point defence ships close to my capital ships :(
So we have after the shields are down then the armor penetration matters. At this point is where I would expect a hard block of any space small arms by capital ships if the armor value beat the penetration value. But a minimum of 1 damage from any source is taken regardless of how proof the armor is to penetration from any of those sources. Hopefully I am "reading you right".
For example the Marza Dreadnought; Does 2 x medium cannon 2 x 7.5 (15 damage)or a total of 7.5 Damage meaning each cannon does 3.75. Obviously 50 armor penetration is per cannon NOT cumulative to 100 penetration.
I think most AI players are surrendering early via their capital being smashed by pirates early. I guess I can turn capital victory off or pirates off.
Just be carerful what you wish for. At it's core I really sins is a rock paper scissors game rather than a tactical game. There is very little to no randomness in anything sins1 or 2 will have. So the AI can play the game perfectly if it has perfect information. Missing from sins of a solar empire 2 that would make for more interesting and less samish calculable games while making information less calculable: - Morale - Ships \ fleets \ generals \ populations
Excellent. So heavily "shielded" ships that would not be penetrated by what should be termed "space small arms" and therefore would not take any damage at all due to the reduction tally being greater than the damage total IF they are using shield. But what about heavily armored ships with shields down?
It is a shame that absolute protection is not a thing when effectively those small autocannons should simply be polishing your ships armor at best.
I agree that apart from the TEC Carrier (suvov) and the TEC Kol class or cobalt frigates most everything else looks like converted merchant stuff. That is the ART style of the TEC. But damn if I don't want a human faction that is not some outcast REBELS and a proper hard as nails military evolution of the TEC that gives humans complete access to a completely professional and refined military once again. Call it the MARIUS reforms or something about half way through the Tech tree. A Tech choic
It's a little frustrating with all of the planets spinning not to be able to get starbases to spin with those orbits at a player determined rate to account for the solar systems orbital spin rate relative to the entry phase lanes.. Ideally an upgrade would enable the player to conduct a burn to another position (a position facing the likely enemy attack position). This burn would take time and have a huge cooldown before it could be conducted again.
A very good post. Since you have analyse the stats, are their ships that simply cannot be penetrated due to their armor rating being too high like in real life? I like Garrisons as they are in sins1. They contribute greatly to defence while not being too overbearing and annoying to an attacking player as they were in sins1 when they jumped 1 or 2 phase lanes away. Garrisons also make more sense in sins2 as the size is dependent on upgrades and whether ship factories are currently in u
If you have a range advantage you reverse thrust and keep out of range for as long as possible? Otherwise you might get one extra shot than the enemies normal range weapons before they close. There is no way I know of without turning all of your weapons away from the enemy to back away.
Interesting idea. I'd love missiles to go back into search mode after their initial target is dead. Nebulous Fleet Command has this sort of functionality but is much more complex than sins2 because it is more of a skirmish RTS. It would be interesting to have wing commander style long range stealth missiles that are player commanded and cloak then pop up for telemetry data before cloaking again. You know you fire them from one side of the gravity well and they can reach the ot