2 home (3 if you count my laptop), and the one at work, so 4 I guess. That's the reason I'm having sure a spaz with DRM and Registering, cause not only do I have a different email address for each, but I'm always upgrading, and reformating, and the new copy protection always thinks It's a "new computer", and I can't play the game. I still have those big O'l "tube" monitors on my desktops, so I'm envious of all those flatscreens.
PurplePaladin
How is this going over MP since the beta? Anyone play MP and see carrier spam now? Perhaps just "some" buffing of the Flak ship to deal with fighters (if it's too good at killing bombers, eveyone will just make Flak instead of fighters, and we're back to square one). After that, it seems to me there will be a lot more balanced fleets out there and more combined arms. . .
That sure would be great if they did. I'd love if they'd take it one step further, and make it so it auto builds "replacement" ships. Just think, I've got a fleet of 10 of each ship type; a couple get destroyed, and the factories just start automatically making "refills".
I don't think I really minded too much before 1.09, but now that you need to build lots of carriers, it takes like 10 times the clicks. Obviously, it would be have been hard for the Devs/Playtesters to have forseen this when all you had to worry about usually was Cap Ship's SC.
I wrote a simular post last week. With 1.1, and Fighters/Bombers/Cruisers being as important as most other ships now, having to micromanage them (in addition to all your Handgers defences), is a monotonous task that really breaks the flow of the game. Even with the grouped button for them in the bottom right, you still have to do it with each and every carrier/hanger you make for the entire game. :p A friend of mine got Sins last week for his Birthday, and about his only complaint s
In my Effect Settings, most things are set to high or highest, but "Ship/Building Bump" are set to lowest. What is "Bump" please, and does it really effect performance that much?
The first message about this Mod was over 6 months ago. Still no release?
In our Lan games, I use 1 Marza, 5 Flak, 5 Carriers (all fighters). Hanger Def are little problem with the Flak/Fighters, and the Marza can take out key buildings, and bombard planets. Your opponent absoulutly must make/move some kind of counter force to deal with it. I send the above to an ememies rear planets if I see him comming in with a superior force at my front lines; they pull back 90% of the time. . .
Mine was on the CD folder (that the DVD was in). Try there.
I don't want a turtle game either, but, Sins "is" filled about 1/4rth what Tactical stuff you can build around a planet. Problem is, most people say "never build that".
The AI had TONS of strike-craft against me too, but I'm wondering if this is because of the SC scuttle bug; the AI changes SC types, and get's double perhaps. I sure wish there was an "auto-build" toggle for SC, cause now with 1.09, it's mega-tedious to keep telling each and every carrier "fighter-bomber". Flak is useless now (see the post talking about it); put 20 in my fleet, SC still creamed me. If flak would be great against fighters, and fighters great vs bombers, that might help
If Fighters only did "below average" damage to other fighters, but great damage to bombers, and Flak did great damage to fighters (and/or had longer range), then I think it would be a pretty good recipie in Sins to encourage mixed fleets: Flak > Fighters > Bombers and Bombers take out caps and cruisers maybe. LF eat Flak, Cruisers eat LF.
Well, it is "kind'a" a beta topic, since Hanger defences have more teeth now. But the turrets :/ I still wish they had something like double the range, but half the firepower. Whenever there is a unit everyone says "you should never build/buy that", then some kind of balence is off. They really buffed the Jump Inhibitors the last patch or two, so they are worth it to get sometimes I think; the AI used them on me all 3 games in 1.09, and it really shocked me (and worked too, as they h
I had the same problem, but luckily, I figured it out before a make a forum post ;)
Is it possible that the AI is accidently doing this? My first two games with 1.o9 the AI seemed to WAY more fighters/bombers than his cap would have allowed; I just could not keep up. . . ?
I'm surprised we've not heard a peep from the devs about this. Or did they reply in another thread?
I KNOW I can grab an entire group and tell the units what SC to make. But still, like my last game, I had 15 Carriers, 5 Hangers, 5 Cap ships, and that meant I had to go in and literally click fighter/bomber FIFTY times :( God help you if your Advent, that's 70+ times! And I was building new carriers the entire game, and with each carrier that is made during the game, you have to go back and set the SC every [I]blinking[/I] time. The AI already "auto builds" it's SC choices
I've seen a planet telling me "you sence some kind of artafact on this planet", so I looked at all the planets I had, and no other ones had that. So I paid to search the one "alerted" planet, and sure enough, found a bonus tech. I got really curious, and searched all my planets (ruined my econcomy, so I had to reload). I did find a tech bonus on another planet that had not alterted me something was there. So being alerted there is something on your planet seems to be a bug, or a rare
Good post R.A. Flack does seem like an "extra pinky" now, but I'm not sure what else to do with it. Like I wrote, If they helped stop LRM missles, I'd put them in my fleets to counter LRM spam (and help a bit with SC). Otherwise, at the time, I'd guess I'd always build carriers, not flack, for anti-SC.
All potential customers are "new to the game", and they very much dislike telling everythig what SC type to build. I'm an experienced player, and very much dislike telling each and every hanger, cap ship, and carrier what SC to build. If a simple "button" would solve this, WE would push it, and YOU don't have to. If the AI auto-builds SC types, it seems the simplest of additions to click "Auto-Build" for humans too, as the programming is already fully written and implemented to do th
Exactly FoePa, my two friends that have been trying the game off and on, they said they can't count the times they relized their Hangers were doing nothing because they forgot to go in and give them detailed instuctions to build SC; now with carriers, and their first tries with 1.09, they say they attack with their fleet, only to see their carriers sitting there, and remember, they have to go in and click dozens of times to tell them to build SC. They remembered to do it more often the
I want a simple implimintaion that wiil stop literaly TONS of time spent clicking-clicking-clicking, bomber, fighter, bomber, fighter, ect. If it works for you Anna, more power to you; it's a pita for US; it's more like C&C interface stuff. Tolerable with Hangers, even Cap ships, but with the huge numbers of Carriers everyone will be buiding now, it breaks the pace of the game;is a continous hassel each and EVERY time you pop out a carrier, and stops the mood of the game to handle a en
I am aware that clicking on the planet or fleet will give you one little button (bottom right) to click, and assign bombers/fighters. Reguardless, you still have to do it each and EVERY time you add a hanger or another carrier. I have soooo much other stuff in the game to do, and Sins says it's trying to do away with all the mindless micro; chosing Bomber/Fighter 100 times a games is mindless micro to me. As for the 50/50, that was just an [I]example[/I]; there could be three settings
Before 1.09, each and every hanger bay, you have to tell them what type of SC you want to have in them (Fighter/Bomber). It's a really annoying, time consuming micro-management, but we tolerated it. Now, with Carriers such an important part of the game, it's twice as much a pain. I wish there was some kind of "Auto decide SC" toggle, 50/50, you could change it later, but at least it would save us a lot of micro and time. I assumed with all the new great little
Ya, after getting destroyed by SC, I built 20 flaks to put into my fleet (a large number, being I was playing a small/14 planet map). I could not see them make any difference. Flak almost seems redundent now, as fighters counter SC, and Flak is suppose to also; except it's 1/10th the speed. . . If it stoped the LRM missles, they would have a great nitch in the game; a defencive LRM counter.