[quote]Little disturbing that over a year later we're basically back to square one. [/quote] Not entirely; carriers are certainly stronger than they were back then (bombers in particular; try to counter bombers with flak alone and you're liable to lose your capital ships, and very likely to lose some labs). That said, illums and lrf in general haven't changed... and perhaps the biggest problem is the fact that they literally haven't changed.
Darvin3
Won't fry your comp so much as slow it to a crawl
The ultimate starting capital ship: colonize (mothership) nano disassemblers raze planet missile barrage Ideal colonization booster along with your choice of either cap ship killer or planet killer, ideal for starting out. If it survives long enough, you also get missile barrage. A perfect capital ship to start with... which should be obvious because it's just a combination of the ideal starting capital ships!
I'm actually reserved on dead asteroids. In some respects, I agree with you Howdidyoudothat. Last night I won a game because I colonized a dead next to an enemy homeworld, put up some repair bays, and then proceeded to slaughter him from this vantage point. On the other hand, this may only strengthen RA's argument; that dead asteroid was a massive liability to the player it spawned next to, offering a critical weakness his enemy used to attack and ultimately kill him.
[quote]StarCraft where you mined crystals and gas[/quote] They were called "minerals", and were the standard resource used to construct everything, so I think they're more analogous to metal in Sins. From a gameplay perspect, gas is equivalent to crystal in Sins, and minerals are equivalent to metal.
You've won the game when all your opponents have surrendered or are defeated. A player or ai is considered defeated when it no longer owns any planets. Once you've won, you will be prompted to either quit or keep playing. If you keep playing, you're basically in a never-ending sandbox. I think this is what you did by accident after your opponent surrendered.
Problem with the "energy source" theory is this wouldn't explain why scouts and light frigates cost no crystal.
[quote]What makes wormholes any different?[/quote] First of all, they do not open until late game. Obviously it's foolhardy to invest in defending a closed door. On the other hand, the door could open at any time. In other words, it's difficult to know whether defending that location is a waste of your time and resources or critical. Secondly, normal phase lanes have a certain locality. Nearby planets connect to nearby planets, meaning that chances are
[quote] If you know what you're doing its much better to have 5 highly developed planets rather than 10 LIABILITIES![/quote] The thing is that 10 less developed planets cost a fraction to set up compared to those five highly developed ones. In the long run the larger empire will have more highly developed planets and crush you if he's any competent (the AI isn't competent, by the way). Moreover, your potential trade network is much better on larger empires. Against c
The canon doesn't give any indication as to the importance of crystal. Seeing as crystal costs are highest for technologies and advanced units and structures, we can presume it has something to do with high-tech equipment.
Are you playing a custom map? Are you using a custom mod? If so, both computers need the same mod/map installed. Another possibility (although I think it would give a different error message) is if one of your computers is patched but the other is not.
[quote]It's not that the 2 infra upgrades are too expensive or anything, but with nothing other than those upgrades, the planet is producing less than 1 cred/sec because of its low allegiance.[/quote] Once again: the extractors are where the money's at! [QUOTE]and why not trade ports?[/quote] If you're extending your trade port chain, this is a very good idea. Adding 0.1 credits per second to all your existing trade ports could easily add up. If you're not
If you and your opponent each start with one neutral in your backyards, these are the breakdowns of possibilities: not accounting for magnetic storms: equal number of extractors: 25% 1 extractor difference: 37.5% 2 extractor difference: 25% 3 extractor difference: 12.5% accounting for magnetic storms equal number of extractors: 28% 1 extractor difference: 32% 2
I totally agree with you. These are massive issues. Particularly 1-lane and no-asteroid starts need to be addressed, because these [i]should[/i] be hardcoded. Exception granted for those rare lightly guarded terrans or deserts (which otherwise are [i]massive[/i] advantages) these are nearly assured losses. In fact, that [i]is[/i] another issue you should address. Massive militia versus little militia can be absolutely brutal (although in the long-run lots of mili
While I do think the AI handicap setting should be seperate from its intelligence setting, I don't think this is a good idea for players. They put a handicap feature into a Warcraft III and no one ended up using it.
Nope; I have Sins installed on two computers myself for LAN purposes and have no problems.
[quote]depending on how stubborn you and your opponent are[/quote] A little degree of stubbornness is nice. I got caught in the pocket in a 5v5 this morning and got to fight a grand total of one battle. A hundred illuminators arrive by complete surprise, destroy a level 6 Marza, and sets off a chain reaction of quits on the enemy team
[quote]how long does a match usually last?[/quote] Usually 1.5 -2 hours.
[quote] but I have to wonder why Stardock/Ironclad haven't done anything.[/quote] Indeed; big companies have the excuse of corporate red tape, that [i]every[/i] patch has to pass stringent QA even if it just tweaks unit stats. Obviously those are policies established by people that have no understanding of multiplayer RTS and the need for small tweaking patches. On the other hand, it's very true that even small changes can have catastrophic e
[quote] *sighs* I did not advocate getting adept drone anima over the halycon's other abilites at lower levels, much like you wouldn't pick animosity as a radiance's first ability early in the game. My point was that they have uses and can be VERY powerful when used correctly. move the halycon next to carriers and rapture, easiest micro in the world [/quote] My point was that it's absurd to call this the second holy trinity. It's not easily accessible, it
Carrier tactics aren't dead, but don't expect carriers to beat a balanced LRF/flak army in a straight fight. You'll have to actually micro them heavily to get results now. Late game you'll still often see huge swarms of bombers, though.
[quote]-Adept drone anima, Planign to increase total squad of a lvl 10 cap to 10 squads this will boost this ability inderectly. After that change made I will see if mroe chnages are needed.[/quote] The problem is that the ability [i]requires[/i] you to have a high level Halcyon in order to make it effective in its current form. This means it will [i]always[/i] remain as that skill you pick at levels 8,9,10. In order to change this, I recommended making it add extra squads
[quote]I was actually talking about refineries, not extractors.[/quote] You said resource extractors, hence I remarked about extractors Yes, refineries on low loyalty planets are usually inferior to trade ports. However, the extractors remain quite lucrative. [quote] Not my point, i was saying that the neglible extractor income from a planet with very low allegiance is not worth it because colonizing that planet requires: A fleet
[quote]but when half or more of the planets income (resources, not tax) is being wasted those planets are not very productive and therefore not very valuable.[/quote] Tax income sucks, but extractor income remains a sweet deal. I won't go over the math, but suffice to say even at the lowest loyalty levels an extractor is the best economic investment in the game. As well, those logistical and tactical slots in close proximity to the enemy are quite valuable, enabling you to
Once again: [quote] Halcyon : Fine as is .[/quote] While TK push and energy amplification are excellent abilities, its other two abilities go beyond lackluster, they're borderline worthless. Adept Drone Anima is even worse than the Sova's heavy strike craft, and its ultimate is basically equal to three uses of scramble bombers, which we've already concluded is practically worthless as is. [quote]<span style="text