Basically what Selucia said. Eco is short for Economy - focusing your build around a strong economy before military, and using that economy to support your allies and be able to pump out techs and ships faster come mid-late game.
Joccaren
Mods should be posted in the Modding section of the forum, found here: https://forums.sinsofasolarempire.com/forum/443
Are you going to do more for other Capital ships, maybe even Titans? I've been thinking of starting to learn to model and do basic texturing for a while now just to mod in wreckages of ships as unique debris left when a ship dies, so when a Kol dies I'd leave a model like this behind with some small debris rather than a random assortment of generic debris that didn't really equate to the size of the Kol, nor could be distinguished as one. &
[quote who="Toddwp" reply="21" id="3202393"]What? Maw only works on frigates, not carriers which are cruisers.[/quote] Cruisers are Frigates. They are built from a Frigate Shipyard, counted as Frigates by all abilities and in the game's files themselves. The name "Cruiser" is an arbitrary label indicating it has a better DPS, Health or abilities than your average frigate. If you wish to test, load your game as the AI player [Click the blue PC
[quote who="GoaFan77" reply="6" id="3202493"]colony frigate in and it will eventually auto use the ability and capture them. [/quote] If he's playing Vasari it would be his scout, not the colony.
Yeah, as much as I'd love one, $120 [$70 game + approx $50 shipping] is way too much for me to spend right now. I'm running out of money as is, so I'm going to have to miss out on the awesome Kol model :( Still, at least I've got the game. Plenty of fun times to be had :D
[quote who="ezeltje299" reply="8" id="3181651"]Well I'm sure the forum is right as well, But everyone plays their game different, I just like the kol since I can easily clear the weaker gravity wells in a minute and then move on to the next one. .The sova has his flaws however, bombers aren't really that tanky, and most deserts etc. got atleast 1 flak, meaning the bombers will die and your dps will be shit(My opinion)[/quote] Bombers are surprisingly resiliant again
[quote who="ezeltje299" reply="3" id="3180706"]Jocarren I think you did a nice job explaining ^__~ [/quote] Thanks, I do try, though I'm certainly not as experienced as many others around here who could probably find a couple of flaws in what I've said. Best I could come up with in the time I had though. [quote]I personally love the col for early game, altho the gauss does eat your antimatter, it does alot of damage and helps alot to take down frigs, but that&
First piece of advice: Don't bother with Gauss Rail Gun, especially not as the first ability. It is an antimatter hog, and is not very effective thanks to Shield Mitigation. Instead, Adaptive Forcefield is where you should put your points. It blocks a decent amount of damage, uses little antimatter and at level 3 has almost 100% up time. Second piece of advice: Don't build the Kol first. Its not that great of a ship, especially early game. The Sova has more DPS [Thanks to Stri
A very simple fix for this that could be done by Stardock in about 30 seconds [Hell, I could do it in about 30 seconds]: Add/edit the "MaxnumberofTargets" or W/E field in the ability's entity file from -1 [Which the game interprets as infinite] to something more like 12 at Lvl 1, 14 at Lvl 2, 16 at Lvl 3 and 18 at Lvl 4 - or some more balanced numbers. I don't play the VR on principle due to their OP titan and OP Starbase jumping, so I'm not sure how those exact numbers wo
[quote who="Paradizan" reply="11" id="3176930"]I'm not sure if i'm understanding it right. So if you tell a weapon to fire at 1 target at each side, the damage is split to 1/4 dmg per side and the weapon is only doing full dmg if told to just shoot from 1 side? Sorry, if my questions seem to be dumb, but i'm completely new to sins modding ^^[/quote] Its a little odd, but here's how it works: Go to your list of weapons
You were in a better position than me one round. Started off next to a terran planet with a heavy militia and nothing else. I took it, and the enemy fleet arrived, already owning about 3 or 4 asteroids next to their planet. But yeah, really it would be great if this could be fixed. Pretty sh** getting severely stacked starting positions.
Its situational, but very powerful. Detonating a Desert/Terran planet mid to late game can be a game winner if the entire enemy fleet is hit. Every one of their ships will die: Either to wail [All Frigates and usually all cruisers], or to your fleet [Their now heavily damaged Titan and Capital ships]. Sure, you lose a planet. But they lose their fleet, and any planets you attack whilst they rebuild it.
[quote who="GoaFan77" reply="3" id="3170751"]The Ragnarov actually has 5 weapons, which is now the new limit. Which is probably good for most things, as I haven't come up with a ship yet that needs more than that to add. [/quote] Cool, thanks. I can't really see a need for more than 5 weapons either, so that should be good. Found part of the problem with the BRB error and Phase Inhibitor error, and after finding and editing the entity.manifest file the p
[quote who="SpardaSon21" reply="1" id="3169994"] First question: weapon points are dictated by null points on the mesh. The first weapon in the .entity file shoots from the Weapon-0 points, the second weapon shoots from the Weapon-1 points, and the third weapon fires from the Weapon-2 points. I'm just a coder, so you'd have to ask a modeler on how to adjust those. I do know you're having issues though since starbases all have completely different mesh files
Ok, so I started modding Sins about 2 days ago, and I've managed to figure a lot of it out thanks to the tutorials 'round here, some intuition and a lot of trial and error. Some things I just can't get to work however, and I'd like to know if there's anything I can do about this. Oh, and when Sins Diplomacy [Modding that since I CBF looking for the Rebellion files ATM, and I don't know if Harpo's txt/bin converter is up to Rebellion conversions, or where th
Simple, play the game at 8X speed. An 8x times faster game if you're out of time. Nowhere near as fun IMO, but if you want a fast game, 8x will give you it.
Corvettes need a significant rebalance, but they are a fun part of the game that I would not want to lose. My main reason for enjoyment: They are the one reasonably sized ship that actually moves in a fight. Everything else is static, and rather boring to watch in a playback. This doesn't make them a good unit, but a fun one. A rebalance that places them as a specific counter to a specific ship with a specific counter to them would be good. My first few rounds I tho
Love the people who will defend wail, but hate on RB. Yeah, Wail loses you income. RB loses you raw resources. Both have the primary counter of either scouting and avoiding, or skimming small parts of a fleet past the range of the ability, or starting a distraction attack to try and force a wail/RB. At least with RB there is a tiny indication it is coming. Wail? Nothing, and every single planet you own is able to do it. Enduring devotion+wail = death to so many.
Currently Magnetic Cloud and Plasma Storm do nothing - they are bugged. From memory however, Magnetic Cloud should disable strike cloud launch, and Plasma Storm disables ship's abilities. Maybe it was the other way around, but zooming out and clicking the planets Icon will allow you to see an ability in the control panel that will detail what its meant to do. In addition, Asteroid fields reduce accuracy, and suns increase Anti Matter Regen [Though if I am correct, I believ
I believe there was also some technology or Titan Ability available that referenced TEC and Vasari working on it, likely an armour upgrade. I'll have to re-check that some time.
I think it was removed due to the Flagship Victory mode. Would be kinda strange having two flagships :P. Maybe they'll re add it in in a later version for when the mode is off, but I noticed it too.
[quote who="Fyrstar2002" reply="4" id="3144891"] This is some doodoo. So if your opponent is going to rickroll you, you have to whack out some quick research to offer the pirates a mission? IMHO, it should be money based.[/quote] He's saying that if you have little fleet supply, but your enemy has a lot, you can send large raids. If you have lots of fleet supply, but your opponent has little, you can send small raids. This is likely
Well, I can see BRB being OP against Advent [Maybe Solonus Buff will help... Maybe...], but Vasari? Kostura. TEC? Ogorovs. Hell, I remember this coming up with Wail. "Its OP", "No its not, you just need to scout and not let the enemy hold the planet that whole time, you're sacrificing a planet for this, so it had better be worth it!" and how it forced players to play a certain way, yet we were constantly told it was balanced. I'm seeing th
As said above, sins suffers from the same 'imbalance' as a number of RTS games: Ball of Death. With a hard counter system, it generally ends up that you only need two types of units, maybe three, that hard counter the hard counter to each other. Static defences are alright, but not great. As said by Ryat, bombers are the counter to pretty much all static defences. Especially at Supercritical Mass. The Carriers sit at the edge of the gravity well where the defences can't hu