theRetroboy

theRetroboy

Joined Member # 3036355
9 Posts 430 Replies 6,813 Reputation

Usually on larger maps, at some point you'll find an otherwise-empty gravity well or two with a cloudy yellow ring in it when you zoom out, and that appears to be empty but after a second fills with a bright nebula-like formation when you zoom in. Check the info-panel by hovering your mouse over the object: it's a wormhole. The wormhole research allows you to have your fleet enter that wormhole and appear at a different one somewhere else. It's great for getting behind enemy lines if the "exit"

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It's actually a little closer to reality than one might think. As an empire grows and the number of bureaucrats increases, the negative-economy aspects of graft, corruption, porkbarreling, double-booking, and other facets that remove cash as it goes from one place to another continue to increase. When you have a huge fleet that's chewing up huge amounts of financing and it spans an entire solar system, suddenly mothballing that fleet and the facilities that support it doesn't instantly free up a

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PJI's do not "stack", but unless you've got a small gravity well, you'll often need more than one to cover all the phase lane exits that enemies can use. If your PJI's area of effect just touches the "line" that represents the phase lane's attachment point (say, everything to the left of the line and just the line itself is within its area), half of the enemies (in this case, all enemies leaving to the right) can still warp out without incurring the phase-lock penalty. -- Retro

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Actually, it's EASIER to form a complete novel from a universe that doesn't have a lot of canon yet! The author doesn't have to be familiar with all the lore and assets that have already been released and they can use their imagination more to fill in the gaps. There's a lot less of a chance that the result will have "fluff errors" in it that will make them look bad and cause the fanbois to indignantly scream. Imagine writing a WarHammer piece of fiction and presenting it to an audience

13 Replies 21,797 Views

This has been discussed quite a few times, and there are several different ways it could have been changed. But Sins' authors elected to make it so an upkeep was permanent, and that's probably for the best. If upkeep cost went down every time you lost a sizeable chunk of your fleet, players with a lot of construction facilities would be able to spam replacement ships extremely quickly, and games would last a LOT longer. Instead, the design choice was to make the upkeep process a permanent decisi

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From a lore perspective, the Marza could simply distribute nanotechnology builder bots that attach to spacerocks and then use the asteroid's material to first build a powerful engine on them, and then phase them into local space on a collision course with the planet when summoned. The imprecise phase field this process generates would kill any normal crew, so they can't use similar teleportation capabilities on their own ships. Lost - you continue to impress, guy. :) I also che

292 Replies 773,050 Views

...but it SHOULD realize that in the game and autopath you from your current gravwell to your local star, then to the distant star. Sounds like a small priority bug where the code does this: IF TARGETING GRAVWELL IF AT WORMHOLE IF TARGET <> WORMHOLE "NO VALID TARGET" EXIT END IF ELSE IF TARGET AT OTHER STAR PLOT JUMP THROUGH LOCAL STAR ... instead of IF TARGETING GRAVWELL IF AT WORMHOLE IF TARGET

8 Replies 16,872 Views

Every race has a capital ship that can disrupt phase jumps too, and used in combination with a phase jump inhibitor can be deadly. I recall once completely annihilating a fleeing AI fleet worth over 3000 experience when I used gravity-warhead as they were trapped in a phase jump. brrrrrRRRRRR.... Oh, look, they're warping again. Gravity Warhead, do your stuff. RRRR*thump*Rrrrrr... *fizzle* pew pew pew boom pew pew boom brrrrRRRRR... Well, looks like they're trying to w

14 Replies 53,826 Views

Hi. Poke around a bit on the forums and you'll find threads like this one. https://forums.sinsofasolarempire.com/313586 that have all sorts of suggestions on how to get started. They should help. Enjoy Sins! -- Retro

3 Replies 1,822 Views

Note that you can't collect the bounty YOU place on another player. If you're playing a 1v1, the only faction that can collect bounty is the pirates. You know you can collect bounty on another player when you bring up an infopanel for any of their destructable ships or structures, or planets - if someone else beside yourself placed bounty on that player, it'll tell you the bounty value for it. -- Retro

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I agree - it could be very useful for buildings that are high up in the queue. It's always seemed to me that a capital ship factory would be more of a military facility than a civilian one, so it would make sense that it would use up tactical slots. People keep shouting for these giant defensive bases, so that might be an example of a facility that requires a high number of tech slots but a few logistics slots too. The danger is that you could REALLY spam a building that uses 2 each of

6 Replies 15,859 Views

You're going to be in trouble early if you don't include early expansion in there. It's (almost?) always the case that there is an easy-to-conquer asteroid nearby and that should be grabbed as soon as you can without waiting around to build up a massive fleet. As for beginning strategy, here's a thread that discusses various approaches. https://forums.sinsofasolarempire.com/313586 Have a look around for more - suggestions have been posted lots of times. -- Retro <br

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95% sure that culture doesn't affect them because they aren't impacted by allegiance. The yield from a captured asteroid halfway across the map is the same as one nextdoor to your planet. -- Retro

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Hi, sorry, I'm not going to send responses via email. But you can read how here. The Vasari Scout and the TEC and Advent colony frigates all have a special power that allows you to capture them. Move them to the asteroid, turn auto-select on for the "capture" option in their toolbar (should show a little white rotating arrow), and when it builds up 40 antimatter it'll capture that asteroid. -- Retro

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True, but in the first part of the game, your capship's ability to repel culture is still relatively low level and you can't really afford to have it sitting doing nothing in a system. [quote]If you have 35% allegience on a planet, you only gain 35% of it's income. If you can raise that by 5% with culture you've just improved the value of that planet by 1/7! [/quote]Perhaps a better way of looking at it is the 10% bonus to all planetary resources that are in your culture. Here's an

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Bunnyh: consider Your longest chain is 5 in the configuration below. * is a planet you conquered; E is an enemy planet: [font="courier new,courier,mono"] *-----*---*---------* |.................... |.......E............ |.................... *....................[/font] 5 trade planets total * (1.0 + [0.1 * 5 longest chain]) = 7.5 per second So you conquer the enemy planet at E and build a trade port there. [font="courier new,courier,m

8 Replies 43,178 Views

You really should play the demo. As for large fleet exercises, bear in mind that in single-player you can pause at any time and issue individual orders to individual ships, or you can allow Sins' default AI to pick targets itself and manage power-ups for you. You'll do better if you micromanage, of course, but you don't absolutely have to in your first game. -- Retro

9 Replies 7,278 Views

Note that culture can be a real pain if you're assaulted by it early in the game when your empire is small and you need every bit of income that you can muster. One addition to RagingAmish's post: building media centres at planets that have a lot of connecting phase lanes to colonizable planets is better. -- Retro

12 Replies 13,749 Views