[quote]You have a good ideal there, and it one of the problems with the carriers in this game. That why there are about 4 post out there about using long range carriers and close combat ships. If you what, I can post what I think the "incentives" should be. But the main problem, is that the long range carriers and the close combat ships, can't seem to support each other at any ranges. Which forces you to build a carrier spam fleet. or a balanced close combat fleet.[/quote]Bollocks. The
Rhedd_V
Crusaders. Definitely. I mostly play Advent, and that sound drives me INSAAAANE.
[quote]I have a really hard time figuring out if Kruelgor is a long time troll, or just an idiot.I know from my clanmates' experiences that he and his clan are awful at Sins. That's not really a debateable issue.The real question is whether or not he believes any of the crap he spouts out.It's almost comical the number of inconsistencies and contradictions in every post he makes, as well as the shameless bootlicking to anyone connected with Stardock.But is he actually being serious when he says
[quote]The siege frigate nerf was totally pointless. The only reason they got nerfed is noobs complaining about them when the AI used them in packs because they had nothing to defend against them. Making them completely useless in multiplayer is not the right answer to that! Easy solution: Reduce their supply cost to 7 or 8 and just let the AI build less of them.Noobs in singleplayer are happy and people can finally use a few of them in multiplayer.[/quote]Not exactly fair to call peopl
[quote]I just made up the word RT4X 3 years ago to describe the game we were making because it felt so different than anything we'd ever played or heard of before. In that sense it doesn't matter what RTS or 4X really is - RT4X is its own classification and because I made up the word I can put whatever I want into its meaning. If you want a definition just play Sins because RT4X is whatever Sins is.[/quote]Best post ever! Boxes. Everything must fit! Sad. Anyway, know that ther
[quote]Uh, regarding your justification: isn't everyone dead before you can recolonize? -- Retro[/quote]You THOUGHT they were all dead. Scary, huh?
[quote]It's a multiplayer game. You aren't really supposed to play by yourself.[/quote]I read a lot of crap on this forum, but that's a [I]lot [/I]of crap to pack into one tiny sentence. As for the OP, he lost me at, "yadda, yadda, yadda..."
Aah. I see. I've never run into the problem because my playstyle just doesn't lend itself to the setup. My Revelation is always moving off to do something else by the time the wiped world gets colonized. I can justify this, though; You don't want to send your colonists down while there are still maniacs running around under the effects of a psionic Rage Virus. Let them kill each other off, first. ^_^
What, we needed TWO identical posts like this? At first, the formatting made me think it was poetry, but it's not very good poetry. ^_^ You guys didn't misrepresent anything, Blair. The only reason anyone buys this game and is surprised at the type of game it is is because they haven't looked at a single article online, or a single magazine review. Heck, I even knew that it didn't have a single player campaign, and I bought it [I]anyway[/I]. Wow! Personally, I
[quote]The beta had developer voices in it, this version has "hollywood level" voice acting. (IIRC, the voice actor for StarScream was specifically mentioned as being the guy who did the Vasari...)[/quote]Yep. They hired the two guys that do "pro" voices such as Starscream, Cobra Commander, and the Ninja Turtle Donatello. So, in other words, they hired professional voice actors that are known for doing the campiest, cheesiest, [I]worst [/I]voice acting I've ever heard in my life. <
I had noticed this, and it drives me nuts. (I'm pretty sure it's not new to 1.03.) Very annoying to watch a couple dozen cruisers pass right by an enemy ship going the other direction, just so they can fall in behind it and then try to catch up to fire.
I agree 100%. Great game only getting better as time goes on.
So what am I doing differently than you guys? I'm a complete Revelation junkie. It's usually my first capital ship because I like using it instead of scouts, so it's first to level 6 and I use Hysteria [I]constantly[/I]. (Scariest power in the game. ^_^) I've never had a problem with planets continuing under the effect, and I've never had to "shut the ability off". I let it run until it quits automatically or the planet is destroyed, and move on. Finished up m
It is a Migrator. Navigator is the scout. ^_^ If it makes you feel any better, I have to look these up. I don't play Vasari.
I've checked my planets that I destroyed using Hysteria (4 of them), and they're FINE. Working as intended. I don't think you're lying, but I sure wonder what's causing your problem!
I've played three short and one long game since upgrading to 1.3 and I don't agree with any point you've made, except maybe pirates. (It's unfortunate that you can't remove them 100%, if you want.) EVERY game I've played at least one AI has surrendered. In my half-finished game, a FFA 6, TWO factions have surrendered, so far. [I]I[/I] have had to be the one to run from a fight, two or three times, and when I attack a high-value world, the enemy stays and fights if they have any
Welcome! Later on you might find gas giants and asteroid fields that have metal and crystal asteroids, but unlike the big asteroid in your question, cannot be colonized. For these, again use your colony ship (or your scout, if you're Vasari). The ship will take over the extractors directly, without colonizing and without building. Have fun! (Sykonaut, the Vasari colonizing capitol ship is the Jarrasul Evacuator.)
? They DO do both. Not at the same time, of course, but a random wormhole on a random multi-star map will sometimes go cross-system, and will sometimes be interstellar. Surely you know this, so I must be misunderstanding you. There always seem to be at least [I]two [/I]wormholes in any system, though. If there's one, there's always another, even if they don't connect to each other, and instead connect to a second and even third star. They just come in sets of two.
The problem here (and in the other billion threads on this subject) is that Sins, thank Heavens, doesn't fit neatly into a "box". It's not really an RTS, and it's not really a 4X game, and that makes a number of people very uncomfortable. Some people seem to [I]like [/I]boxes. Now that the community has Sins in their hands, the hardcore RTS fans are trying to push it more into being an "in the box" RTS, and the 4X fans are pushing the other way. The people (such as the
Sykonaut has it right. Rule #1: Put carrier cruisers in their own fleet. Do NOT mix them into your main attack fleet. Carriers in a mixed fleet will drive their unarmed selves like wedges up against the enemy battle line, getting in your way and getting shot to pieces. I make them their own separate little fleet, with a few repair/guardian/flak type ships for close support, and put them on hold orders. They stay nicely out of harms way at the edge of the system, ready
[quote]Then why are the clearly marked as "Asteriods" in the game?[/quote]SHHH! ^_^
[quote]There is no resource option you tool. He's talking about an actual one, you know the one where you could make a different amount of resources spawn per planetoid. When everyone played on many? How this patch reduced total resources by half if not more? How with that change the races that had to sell (vasari/Advent) Can no longer afford to do so? Not the income speed which is % to everyone and doesn't affect the game the same way.[/quote]Wow. The last time I heard someone call someone a t
Tech trees: http://www.clansofsin.com/techtree/tec/1 There's one for each race, if you go to the "Races" tab in the grey bar. I like this page, for capital ship info: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 The last column gives a simple explanation of their special abilities. Have fun!
[quote]The unique thing i miss in sins' diplomacy, is, when i have a peace treat with AI, that i can't ask for help or ask for attack a planet, etc.[/quote]You can do that. Just click on any allied planet or ship, and you'll see three new buttons appear on the bottom right. They'll let you ask for help attacking or defending, and a button to cancel your last request. In my experience, unlike in most games, your ally WILL listen, too. (Although they often show up to a p
Same thing happens with the Advent Revelation's reverie ability. Extra fun when, as soon as the preferred target is stunned, every ship starts traipsing off in the opposite direction to hit some metal asteroid, or something, and then has to traipse back again when the stun wears off. ^_^ Manual cast is the only way to be sure that it'll get used decently. Minor, really. A [I]little [/I]hands-on management is a good thing.