Tkins

Tkins

Joined Member # 3373976
15 Posts 247 Replies 20,376 Reputation

BigBangTheory still posts sometimes. https://forums.sinsofasolarempire.com/305381/page/3/#replies check out that thread for some of his work.

17 Replies 27,940 Views

http://www.ironcladgames.com/sins/race_TEC_ships.html it's the best i could do :( I actually like the old marza wayyy better than the new marza

110 Replies 204,501 Views

Yeah, think of a phase gate as a giant hyperspace cannon. It sends the ships in the right direction with the right power. Why can't any ship find the co-ordinants? Well they aren't just the XYZ you're used to, there is also time to take into consideration. Since the gaps in space are so large, you have to have a mini wormhole to give acurate data. If A ship sends out it's sensors, discovers where it is they want to go, by the time they've received the data, the co

17 Replies 14,449 Views

You guys don't know your phase gates! Vasari gates work like this gate 1 calls gate 2. gate 2 sends gate 1 it's co-ordinants. Gate 1 then opens a portal to gate 2 and sends the ships. If gate 2 blows up, no big deal, the ships already have the co-ordinants. They will just be slightly off their original jump plan.

17 Replies 14,449 Views

I think I read a few times that IronClad themselves have stated the trade route formula needs a rework. Maybe send your findings to Blair. Might help them.

16 Replies 19,146 Views

Wouldn't that easily be countered with a couple carriers in each planet? Actually, even just 3 or 4 LF's would do the trick if you have hangars. Hopefully that would force the opponent to bring in LRMs to counter the LF"s which you'd have to counter with carriers and so and so forth until each area would require a small fleet to be guarding it. NO? Also, I've tried to move this discussion out of this t

34 Replies 58,536 Views

exarion, What you bring up is a bit off topic, but it is something I've thought about before. This is what I'm proposing for my mod: I find that those ships that get spammed are the early ships to research because, just as you pointed out, they are the easiest to build. I'd add to that and say that the counter to most of those ships need to be researched at a later level. ie. LF's are cou

51 Replies 88,860 Views

Err.. this is actually suggestions to me. I'd like to input them into a mod so I'd like suggestions that are do-able through modding. I don't mind having other suggestions though, hopefully IronClad will be able to pick up on the feedback and implement it in their next game. The focus of this thread though, I'm hoping, revolves around things a mod could do.

51 Replies 88,860 Views

So you've saved it in the folder c/program files/startdock games/galaxy and ensured that every player has a homeworld? You've also edited the amount of players? * I don't think anyone is going to come at you about where you've put this request.

6 Replies 32,005 Views

What folder did you save it in? This guy seems to have a similar problem: https://forums.sinsofasolarempire.com/331841/page/1/#1962434

6 Replies 32,005 Views

Hello All, I've noticed a few people bring this subject up in different threads. Unfortunately I can't get the search to work in the forums so I don't know if there is a similar thread. Down to business. There is a common problem in many RTS's where the best strategy is to ball all units together and steam roll over the enemy. Unfortunately this makes for a game less about strategic placement and more about who can build the biggest baddest fleet

51 Replies 88,860 Views

Would doing the following help in creating more fleets scattered throughout an empire rather than one big fleet? Make planets die faster but with mitigation so that more ships on one planet isn't as productive as few ships on many planets - Might be tough to implement but could work. If someone sends out one big fleet and has to wait a similar time to kill a planet, it would hopefully encourage people to attack with mutliple fleets across many planets. </p

34 Replies 58,536 Views