I agree with Darvin on this one, Sova Rush with repair bays allows you to trash the computers economy, and then it is only a matter of time. I almost never get to the ice planet. Also LRMs were the main component of my final assult, though LFs certianly played a much more important role than usual in the beginning.
GoaFan77
[quote who="David018" reply="6" id="2321531"]WWII Dreadnaughts actuly had less armour than other batlleships, the advantage they had was that they could fire ther guns over a much greater range, the lighter armor also made them faster meaning they could flee before an enemy battleship could get within firing range of its guns.[/quote] Actually their is technically no such thing as a WWII (constructed) dreadnought. All dreadnoughts that fought in that war where built bef
I thought I read somewhere it effects max speed too but I can't remember where so it might just be acceleration.
I've had some sucsess with anti matter rechargers when used to keep high level advent motherships and rapture battle cruisers using their abilities, but it is pretty much useless if their is no cap ship in the well. Repair platforms are always your friend.
Alright guys, while 2.5 isn't out yet, if you're craving some more Requiem action, head over to http://sins.imperial.cc to beta test what will hopefully be one of Requiem's new features.
I've actually pulled this off against the AI before. You'll need to have a map with multiple solar system with at least one of them without another player. I was getting ganged up on pretty bad so I built a colony cap, left town for biggest neutral system (You might need to leave three civic labs intact, I don't remember if the tech to jump to other solar systems needs the labs alive or not), and scuttled everything else in the starting solar system. By the time the AI got around to my new sy
I've gotten that failed to convert " to and enum value when I've forgot to put the second quotation mark, so you might want to check that. Otherwise I don't know.
One thing I like about the Advent tradeports is that you can turn resource focus on and off. That means when you get one of those planets with 4 extractors early in the game, you can build the tradeports for trade income, and when you get max resource focus and you're short on materials, you can switch to resource focus. And should you somehow get more material than credit income you could always turn it off and go back to credits. With resource extractors your stuck with using that logisic s
Thanks for the upload. :)
Can we get a picture of it on it's side, I think having a Golan on it side would look a little wierd to say the least, even if it makes sense from a lore point of view. Other wise you could always give the Empire the XQ platform.
[quote who="Paradoxnt" reply="334" id="2329195"] 2. The Victory Star Destroyer should have the most powerful ground attack. 4. The cost AND Fleet Point worth of your capital ships REALLY need to be rebalanced the better reflect the strength/weaknesses of the Empires ships. Of course, if you don't really care about Star Wars canon, then I suppose this isn't as big an issue. [/quote] These two points confuse me. The only lore b
[quote who="folytopo" reply="18" id="2328920"]Thanks for the interesting disscusions. While I was busy lurking on the rest of the forum it was suggested that vasari have a huge advantage in maps with many neutrals, which makes sense. Do TEC and advent have any map conditions that favour then? Espesially 1v1?[/quote] As I said before, I think the TEC have an advantage where an enemy homeworld is adjacent to theirs. In this situation I will almost always Sova rush (make t
[quote who="Kitkun" reply="6" id="2326652"]I'd go with Creative's Zen line over iPods any day. I find they generally have more features, and a far better price. Creative is also a very good company for sound hardware. (Running an X-Fi sound card. Absolutely awesome.) I'm also finding Zen Stone for about US$30 less than iPod counterparts, while the ones comparable to the iPod touch are a good US$100 less. [/quote] I agree, I think Zens are probably
Okay Wiskey no offense but save giving proton torps and an additional squadron to the venator (whose inclusion was perhaps the single most controversial feature of the mod) I disagree with everything you've said. Jason has said this mod is not a Star Wars total conversion mod. It's meant to have the Star Wars factions balanced with the default Sins races, which makes removing mitigation imposible as it is an essential part of how those races (especially the advent) play. Also I'd say even wit
[quote who="MercenaryMuffin" reply="18" id="2325898"]How's the Celestial Bodies thing coming along, my good man? Been waiting for that one [/quote] Someone on the mod site said that the CB compatibility mod required no modifications to work, though I haven't tried it myself. Strangely Jason also left one post their the other day, so hopefully that means he's back...
[quote who="Ryuzaki777" reply="15" id="2325095"]Missle/Gun boats are stronger than the TIE defender by fan standard, and most cannon. So granted it would look cooler, but if you want to be realistic, Missle/Gun boats are the way to go.[/quote] Fan standard? And I think Tie Defenders are pretty cannon. But if it is for a bomber role I agree Missile boats are better.
[quote who="Darvin3" reply="4" id="2325184"] The maps aren't the problem, it's the inherently random nature of the game. The number of extractors and militia are randomly generated for each planet at the start of the game, and slight variations in the map's layout can greatly affect the balance. [/quote] Okay yeah I agree about the militia part, I hate it when a planet near me has 3 HC and a bunch of other ships and the one near my opponent only has one
I think most of the maps are well balanced as it is. The TEC may have an advantage in the very small 1v1s as they can Sova rush but that is about it. If for some reason you're not satisfied with them the previous suggestions are good to and they can greatly increase the replay value.
[quote who="EadTaes" reply="11" id="2324572"]Currently right now In the mod I have hitted a weird bug. Even thou we have identical check sums the game still says our version differ. I have been unable to resolve it as of yet if anyone has a clue please speak up.[/quote] I saw your post in the mods section, but honestly I don't know. All I can think of is to try to find another tester and see if it was an isolated problem.
Yeah, that planet was probably that way do to some freak novalith accident. Who would do such a thing... o yeah, about every SoaSE player out their.[e digicons]}:)[/e]
[quote who="shnome" reply="3" id="2323447"]JuleTron - you shouldn't have to keep paying 10 bucks periodically to keep playing online. Like I said, of all the 'new stuff', only starbases are viable in multiplayer. Human players don't use mines, and the static defense structures are still largely unused because they're not cost effective vs human fleets. Stop being a mindless fanboy.[/quote] Have you tried mines? If your cunning with your placement they can be
[quote who="Psychomatica" reply="12" id="2323432"]Is there a way to increase the maximum number of capital ships and increase the fleet size overall. I looked through several of the entity files and I couldn't find a setting that would allow this. Thanks for any help...[/quote] Fleet size can be increased without modding the files, just set fleet size to large in the options menu before you start the game (where you turn pirates on and off e
Sometimes when a new versio of SoaSE comes out, they change the way the game files are read by the game, usually to allow for new options or features to be implemented. Sadly, when this happens it also renders all previous mods to be incompatable, even if it just added one more line to say the entity files. So all the mods need to be updated in the new format (which usually isn't to hard, just time consuming). And again sadly, their is no collection for currently compatible mods, but if the m
I have this issue with mods, but vinilla is just fine for me. I'm pretty my troubles are with a RAM or driver issue though.
[quote who="Raging Amish" reply="11" id="2322095"]I agree and disagree. I've never been much for mods, but I'll give it a shot. Yes RTS's have been unbalanced in the past, but I've never seen a game where the supposed "counter" doesn't work. There will always be uber units, but the counters have always worked. I paid $50 for a game that's playable, and for like 95% of the game it is. But against other people....oy, mod community, here I come.[/quote] Well, it see