EadTaes

EadTaes

Joined Member # 3100824
6 Posts 515 Replies 802 Reputation

Well sinc ei know squat in the feild i thought i would ask here. What 3d modeling tools do you guys use to make/modify models for sins? Any free ones or trial ones>

11 Replies 6,732 Views

Okay I've been workign out ways to clear mines and this is what seem to work best for all races. My picture doesnt fully represent it correctly but with a little imagination you should be able to do it. [IMG]http://img504.imageshack.us/img504/6871/clearingminesaw3.jpg[/IMG] What you need IDEALLY: 5 Battleships sicne their on the front lines. 3 or 4 2nd like caps, This is normaly the dreadnogh. 10 or so scouts And you need 2nd line

32 Replies 26,042 Views

The reason for the change in placement is for starbases being able to build frigates and cruisers. As for ship trade ships for em they do go to the base and the income does show on the empire tree. Like normal ports it takes time for it to build the trade ships.

2 Replies 1,802 Views

Not just any phase inhibitor I covered that point in reply 13 wich is very important and crusial. As for more expensive i think you might be right there. In fact the hangers should be cheaper as well. As so a bunch of other defenses.

32 Replies 26,042 Views

Okay on the other higer tier guns not working it appears it is caused and fixed randomly by save games. Or Rather loading the game. Sorry trying to clarafy. As much as possible. Also my tec starbase seems to be using all its guns now and targeting more then one ship when possible. So that bug is fixed.

77 Replies 187,289 Views

Also if they get the abilaty that is suposed to protect your planet to work the enemy will ahve no choise but to kill the base before he can take over your world. Thus you can build everything you need in a small area. The enemi is forced to come to you. The vasari on teh otehr hand would be able to go to the enemi in case they are waiting for more back up. So that would be a vasari advantage. As for more range they could maybe get a bit more. But i would want to see the bases fully f

50 Replies 9,908 Views

[quote who="wnmnkh" reply="11" id="1981242"]If I remember correctly, in original beta of Sins that's what phase inhibitor did: preventing enemy from going deep into the your worlds. So it would be definitely possible. So you want like this..... Starbases : Stop advancing toward. Phase inhibitor : Slow retreating. Right?[/quote] Yup in simple terms. It does imply that makign phase inhibitor shoud

50 Replies 9,908 Views

The jump prevention if you read is there onyl to prevent the enemy from going any further into your territory not to prevent him from retreating. This is dictated by teh owenership of the gravwell he wants to jump to. Also as pointed out phase stabilisers were useless at preventing and advancing enemy from advancing further sicne their could easily be destroyed. Sicne enemy has a fleet and you probably don't so it already wast good for defending. What phase disr

50 Replies 9,908 Views

For increasing range i totaly agree because i to can see the insane combo with the gardian. If you take my idea on who the base shoudl prevent phase jumping you will not have that problem. You will be free to retreat to your or your allies planet or to a neutral or not yet colonised planet. https://forums.sinsofasolarempire.com/333231 Reply 13 is were i taccle and descrive the solution. Which means that the jump inhibitors will keep their current role wich

50 Replies 9,908 Views

Me the way to fix going around starbases is to make it so that hostile forces are not able to jump towards Friendly planets if you have a starbase present. But that they can jump to any uncontroled or that they or they allies ownd. [IMG]http://img142.imageshack.us/img142/132/jumppossibilatieswz0.jpg[/IMG] So Blue owner of planet E can jump to A. He can retreat back to E if he wants. But he can no go from A to B and C. HE can jump to D and then to B.

225 Replies 562,111 Views

[quote who="Craig Fraser" reply="2" id="1980915"]Scouts are a great counter [/quote] You and me have a HUGE divegence of oppinion on that one.

17 Replies 6,272 Views

Just for a info A brand new starbase couldnt kill 1 scout that came and passed next to it and jumped out. Of course it didnt have any weapon upgrade but a scout can pass by it no problem. Not a fleet wont even get scrash. A fully upgrade starbase has trouble takkign out the sheild on 1 cap. Ass i posted at the top of my tread. As well the whole point of gettign starbases was to prevent the enemy from sliping by and going into your back worlds. They were suposed to draw

32 Replies 26,042 Views

[quote who="Orodum" reply="4" id="1981032"]eh-em. Vasari should be the strongest. they are, after all, the warfare race (kinda-they are actually the phase race, but their ships are in general more powerful, tho more expensive). TEC is economy race, advent is culture, so the advent being lowest sounds right, but TEC would not have the highest damage value. the whole "millenia of peace" thing kinda deadens the warfare technology they had, and the Vasari would definitely

77 Replies 187,289 Views

Cool will help but having tested out mines their is a huge balance to do on them. With Vasary i just coloed a lvl5 cap ship with one mine layer. Was absolutely ridiculas. It wasn

77 Replies 187,289 Views

Also I'll post my idea for making starbases block enemies. Me the way to fix going around starbases is to make it so that hostile forces are not able to jump towards Friendly planets if you have a starbase present. But that they can jump to any uncontroled or that they or they allies ownd. [IMG]http://img142.imageshack.us/img142/132/jumppossibilatieswz0.jpg[/IMG] So Blue owner of planet E can jump to A. He can retreat back to E if he wants. But he can n

32 Replies 26,042 Views

[quote who="Exterm123" reply="8" id="1980591"]Should the expansion have been called Sins of a Solar Empire: Stalemate? [/quote] Probably so. And if you like my line so much then give me some Karma you cheapo [e digicons]XD[/e] . OK STARBASE ONLY COMMENTS PROS and CONS: The starbase isnt big enought. When i saw the videos they looked HUGE, when i pplayed it looked so small. With Starbases BIGGER IS BETTER. The Raloz Heavy Contructor shoudl also

32 Replies 26,042 Views

Me the way to fix going around starbases is to make it so that hostile forces are not able to jump towards Friendly planets if you have a starbase present. But that they can jump to any uncontroled or that they or they allies ownd. [IMG]http://img142.imageshack.us/img142/132/jumppossibilatieswz0.jpg[/IMG] So Blue owner of planet E can jump to A. He can retreat back to E if he wants. But he can no go from A to B and C. HE can jump to D and then to B.

11 Replies 14,610 Views

Ok being able to play Entrenchment Ill start posting about it what needs fixing/balancing. 1) MINES [IMG]http://img388.imageshack.us/img388/2980/minesanyonetg4.jpg[/IMG] Need I say more? You realy need a limit to how many mines you can put into a single gravwell. Also anty mine technolodies nees to come some. 2) STARBAES Builds to fast: Im my game i was StarBase assaulting, send one base to many planets deploying them

32 Replies 26,042 Views