I've had this happen before, too. My planet is attacked, and none of my bombers/fighters from my hanger defences are there. If I'm lucky, they haven't gone too far and I can still find them and have them dock without it taking too long. Otherwise they are lost in space and I have to scuttle them and build new ones.
kyogre12
[quote who="Polistes" reply="7" id="1910089"]You know for us turtlers all you need to do is max out all the tactical slots with hangers and then basic defense platforms. Use a 50/50 fighter/bomber force. That will buy you enough time to send reinforcments wil not having your fleet spread so thin. Another trick is to base your fleet on one of the plenets nearest to the the star, that way when an enemy gathers you can deploy your forces to meet them faster at
[quote who="piropeople13" reply="4" id="1909215"]I have always played RTS games as a turtle/steamroller and I have experienced Sins to be very against that.\ I think that there should be more ways to play like you can play more economically, forging trade agreements, buying ships and systems, bribes, et cetera. Also my planets are never safe and it is absolutly nerve racking to me that I have to spread my fleet so thin to protect my empire and have to micromanage phase j
[quote who="Kitkun" reply="18" id="1909334"] But what happens if the Emperor dies? http://img233.imageshack.us/my.php?image=deathstarqt3.jpg [/quote] But the death of the Emperor isn't mentioned. Plus, at the end it says "All hail the Emperor." How can you do that if he is dead?
[quote who="Annatar11" reply="16" id="1908734"]On the topic of Death Stars, may rebels died to bring us this secret information: http://img233.imageshack.us/my.php?image=deathstarqt3.jpg (Image originally from Cracked) [/quote] That is awesome! You get +1 karma for posting that. But what happens if the Emperor dies?
[quote who="Hack78" reply="10" id="1907538"] I'm not saying that the Death Star was designed to destroy galaxies. I'm just saying that the only way to top the Death Star is to make something even more unbelievably destructive. Like something that can kill a galaxy. e.g the sun crusher - fire it at the sun of the system the death star II is in... boom goes death star II... of course, you could look to drive it through the hull to the main reactor I guess..
[quote who="danw13335" reply="8" id="1907457"] Quoting kyogre12, reply 7 You know, if the Death Star II was actually finished, it would have been completly unstoppable. No little exhaust port to put a proton torpedo down. That being said, unless one of the starbases can destroy an entire galaxy, I don't think that it will be putting putting the Death Star to shame. Well the Death Star was never designed to destroy the entire galaxy. Then the
[quote who="Annatar11" reply="5" id="1907358"] vasari version is even meaner. soooo wait for it for your "means business" reaction . "and we shall call it 'Death Star'." Actually, when Blair first mentioned it, he noted that it could put the Death Star to shame. I took that to mean it won't be destroyable by a single fighter [/quote] You know, if the Death Star II was actually finished, it would have been completly unstoppable. No little exhaust port to put
[quote]Hehe...yeah, that was a funny one. The recording was live, and I was trying to focus on a fighter, but they kept exploding on me [/quote] So the thing at 4:24 is debris?
[quote]And the spikey thing at 2:43, what the hell is it? Also, the before mentioned 'cylindar' at 1:24 and another mysterious object at 4:24... Hehe.[/quote] I watched the video again, and I'm going to revise my prediction. I'm going say that the mysterious object at 4:24 is the Subspace Inhibitor, and that the cylinder is a mine-layer. The hole in the center of it almost looks like it could be where mines come out, but who knows?
I think that the spikey thing is a mine, but I'm not sure. I might have found out what the wierd cylinders are. The Impulse page about Entrenchment says that one of the new features is a "Subspace Inhibitor - Slow enemy ships that pass within its range." I could be wrong, but that would be my guess for what the cylinder is.
Wow, I can't wait for this to come out. I wish that they had shown the other faction's starbases, too, though.
Will the vanilla Sins races be in the mod? And thank you, EvilleJedi for the update.
Until the official race is released, I'm going to say that it is the Antlanians from Danman's 7DS mod.
[quote]Anyways, the whole fun of being the Empire is taking your Star Destroyers and steamrollering people. They aren't exactly known for subtle tactics. And to be honest, it ain't the Empire without at least one type of SSD.[/quote] I know that's the purpose of the Empire, and I would like to play like that, too, but the problem is that there would be no reason to play as the Rebellion/New Republic. What I'm afraid will happen if you put in the SSD is that you will end up with someth
[quote]We could put it in the Cruiser's section and make it rediculously expensive[/quote] The problem with doing that with the Death Star or a SSD is that it wouldn't limit the number of them that you can build. If you are late enough in the game to build one, you can probably build a couple pretty quickly. Then you would run into entire fleets made out of Death Stars and SSDs, and that would be hard to balance. Plus, if they were "cruisers," then they aren't even limited by the capi
[quote]SSDs: Should there/could there/will there be any in the mod? I know this question has been asked before, but a quick return to it, I think, would be a good idea.[/quote] I would like to see a SSD in the mod, but I don't think that it would be viable. It would just be too hard to balance. The only way that I can see to balance it would be to limit to only be able to build one, and it can't be your free capital ship, but to my understanding that isn't possible.
Everyone Else is Dead: Win a game using nothing but scout frigates and colony frigates.
ConvertXSI doesn't work with the mod tool? I wish I knew that earlier. I have that same error and no one's suggestions to fix it worked. Thanks a ton for this info. Is version 6 free to download.
[quote]thats why, you need to use 7Zip otherwise it wont work[/quote] I used winrar and it worked fine.
I tried that and it still doesn't work, but thanks any way
Thank you for all the help, but unfortunetly, that didn't work, either. I did find out, however, that if I change it to 3.5 instead of 3.6 I don't get the "Function not implemented..." messeage, but it still doesn't work.
That didn't work. Oh, I forgot to mention that after I export the .xsi, I get an error message saying "Function not implemented in EXP version." Thanks for the help
Ok, so I'm trying to get a ship that I made in Sins, but it doesn't seem to convert correctly. I followed all of the directions in the Mod Tools documentation (as far as I can tell). When I convert it, the command prompt says "Ignoring unknown material type (24): DefaultLib.Material Valid Material not found for PolygonList: DefaultLib.Material" It also tells me that the Radius is -1.00 I can put my ship in the game and build it, but when it is built, there is n
[quote]Ohh! Ohh! Sign up at the link below, and let Danman know you're on board. Thank you for offering to help, texturing is one of our biggest bottlenecks right now. We have 2 texturers, and one has been missing. Dan has been texturing, modeling, coding, and everything else that can be done, which is a huge reason why 2.0 isn't out.[/quote]Don't get me wrong. I am not good at texturing. I am trying to learn how to texture, but I just started a couple days ago. I'm registered on the 7DS foru