Your attitude seems incomprehensible, you clearly want to contribute on balance, and balance is only relevant to online. Single players can make their own mod to create their own balance, or choose among the many mods available. This option isn't anywhere near as easy for online players. Are none of us good enough to want to play us online? You seem to approve of Agent, why not organise a few 1v1s with him, to test the game out? You can't just r
DesConnor
Yeah, try to locate the earliest replay of this game. It's not often there are no ice planets at all, so this map was odd, but you shouldn't allow metal stocks to build up to 7000... When you sell and buy, make sure to sell high and buy low on the market, however you should only need to have stocks of slightly more than 1000 metal to be able to sell at the right price. As you had many volcanics, you should have researched metal upgrades, they would have been valuable
The x's stand for numbers... I can't tell you what the numbers will be. If you have autorecord turned off you won't have any replays, turn it on next time you play. For XP the full path to any replays is Documents and Settings/[your name]/Local Settings/ApplicationData/Ironclad Games/Sins of a Solar Empire/AutoRecord-Single Player That's also where you would put Darvin's replay. You may need to show hidden folders to be able to see the Local Settings folder, in XP tha
An' were ah a bettin' sorta char'cter I'd be wise to see mah money ridin' on the other side, which'd make one backer fer each... that is purty damn cynical too, even if'n ah say so mahsel'... Agent makes for a good discussion, I'll grant him that. How many online games have you got, Volt?
No, the replay is a .record file... something like AutoRecord-0xxxxxxx.record Not the cache folder, the AutoRecord- SinglePlayer folder.
Now that's fightin' talk. I like that sort of talk, this forum needs more braggin'. Hell, we ain't even got ourselves a champion's thread. We need some replays for this version anyway, it'll help to teach the new players. No-one seemed keen on a balance testing thread with replays. Could you two set up a match perhaps at the weekend, have a best-of-three or whatever seems appropriate? I can suggest rules and turn up to help, if you'd like a
What you could do is to post a replay, then it would be easier to offer guidance. The replay of your last game should be in Documents and Settings/....../Sins.../AutoRecord-SinglePlayer. Upload that somewhere and post the link here. The problem with the patches is that the replays are invalidated so there has to be a new 'how to' replay every patch. Perhaps we should keep a replay thread up-to-date for this purpose, as there seem to be a few of these requests.&n
Can't you just alter the flak hit ratio to bombers though, if bomber-light armour is affected...? Bombers don't attack other bombers with the same multiplier they use for LRF, so lrf-light must be somewhat independent from bomber-light...? Would your changes impact the amount of damage fighters do to LRF?
The problem with a flak buff is that it would be a buff to a unit that is already effective. It's the LF that disappear from the battlefield, because flak are regarded as a better counter to carriers by making them useless rather than destroying them, and because LF are not good counters to Guardians and Subverters, the main unit type that they are supposed to counter. However, the advantage of a flak buff against LRF is that it would help LF indirectly, and this help
You've omitted the accompanying nerf to LF though. You would build LRF to counter supports, as well as flak and carriers. LRF would also still be able to hit capitals. LF cannot counter Subverters or Repulse as effectively as LRF would be able to. However, LF spam has an advantage over LRF spam in that it doesn't threaten non-carrier capitals as much. Early defences are also far more effective against LF spam, turrets would become more us
If the effectiveness of flak was reduced, we would have even more carrier capitals, which would be silly. Halcyon vs Skirantra tier 0 spam battles like it sounds you want would be all that was left of the game... but perhaps I shouldn't be so abrupt. Light frigates have required constant buffs because they have been so vulnerable to LRF that they weren't able to fulfil their role. What I suggested was also that LRF should be the heavy counter
While the other threads have been about adjustments to specific techs and abilities, there are also problems with the more general mechanics of the game. One of the most basic problems is that there doesn't seem to be the same level of interest as there was in Entrenchment, so that issues with the new expansion aren't being highlighted as much. Also, players who dislike the new features are simply turning them off in the game options screen! The issues with orga
One of my objections to the Skirantra buff as well as any proposed Egg colony buff is that up to v1.18 the Vasari had the most balanced set of capitals in the game, good battleships and siege as well as one situational capital ship that still had a few problems but which had been improved. It was the other factions that had problems with variety. The Marauder is the only Vasari capital I'd alter further, after a revert of the Skirantra buff. Though many players selec
With the current implementation of Animosity, what happens to the left and right banks of weapons of affected ships- are they silenced, or are they free to fire at other targets? I'm still not happy with the concept of invincibility for the accompanying fleet, unless there was some method of restricting it so that it applied only to enemy ships within the area of effect. Damage transfer seems to remove all the synergy of Animosity with other abilities, as
Well mines don't seem to do 100% damage to everything other than capitals with the limited experience I've had of them. I'd like them to be substantially more deadly- as it is, with the best result where an enemy force enters the minefield you might destroy a couple of frigates, but this only pays for the cost of the minefield, so at very best you break even- except that the enemy has already had the use of the ships, while your minefield does nothing until it is destroyed
I consider Mercury to be much closer to being a desert planet than Venus is to being a volcanic. If the difference is based on what sort of structures you can build on the surface, then ice would be frozen liquid, desert rock and volcanic molten rock, where it's impossible to build directly onto the surface. However it isn't the surface of Venus that is the problem, it's the atmosphere. You could perhaps inhabit the sub-surface regions, which isn't similar to a vol
The financial improvements are often overshadowed by more glamorous debates over capital ships, but I consider that they are equally important to the game. It would be good to have more options than trade, and more uses for culture other than a basic network to cover your planets. Perhaps the planetary shield upgrade could also give further population boosts in hostile environments? How about allowing each refinery, or resource focused trade port, to also
Yeah the damage transfer concept seems much like the defensive buff to the fleet in the area of effect, rather than the problematic invulnerability. I'm just not sure of the rationale for the damage transfer though? The extra defensive buff you could justify as the hindrance of rage. Something like 15% up to 35% at level 3 for 20s might be enough incentive to retarget, and is a significant boost? The cooldown might need increasing though. The concept of
Also, it would be good to have some extra variety of gravwells. I was very surprised that this wasn't implemented with the second expansion, as it wouldn't seem to take much effort and it might add to the game greatly. I had a quick look at the Sins Plus extra planet list, and the type I'd like to have in the game would be Toxic planets. As it is you can colonise any planet with two levels of civilian technology and then that's it. Thoug
To be fair, the developers have been working on new content up to the release of the second expansion, and might be still- I haven't given up on the Dimensional Cascades victory yet! The last expansion seems to have had a difficult production process, with some elements having to be dropped and a few text-based pirate stat increases thrown in at the last minute. AI improvements take developer time without seeming to add much to the game for primarily multiplayer gamers.&
Here is a pirate mod you could try, just put it in your mods folder in Document and Settings/... and enable in-game: http://datafilehost.com/download-448aad49.html
I've suggested before tha the roles of LF and LRF be altered, so that LF counter light and medium armoured ships, and LRF heavy and up. This would reverse the relationship of LF to LRF, as LF would then counter LRF. LRF would counter support, carriers and flak. As it is LRF are too strong against too many types of ship, their minimum multiplier is 75%. Also LRF might find it easier to get at support and carriers without being wiped out. The capital ship
The Radiance has to have an ability dedicated to getting players to focus it, so it might be more difficult to get players to focus a Kol. The battleships seem slightly low on health and armour for their fleet role though- I suspect that they get larger increases than the other caps? The Kortul is good fairly quickly, it's not often valuable to focus a Kortul. I suppose with an Advent fleet you just want the best multiplier in order to wear the Guardians down. 
The trade and refinery ships aren't difficult to rework, its just altering a couple of numerical values- I've done it myself. All they need is a speed reduction, so that when attacked they can be killed before they jump out, making trade raids more feasible. And having them rebuild in 12 seconds when constructors take 300 is silly, so their rebuild rate should be 300. There's three trade ships per port, not a huge amount. The bounty level seems okay once t
Thanks Agent. I suppose that mines must do anti-heavy damage then, to be only exploding for about 150 on capitals? If it is anti-heavy I'm not sure how that was worked out, mines are nothing like pulse guns. Also it would mean that mines do most of their damage to.. flak? I would have considered that mine damage would be more like torpedo damage, which is anti-medium.. and anti-medium is far better against very heavy and capital class armour than anti-heavy.