Frankly, if multiple demigods are ganging up on you you're going to have problems. Doesn't matter whether it's penitence/penitence/penitence or penitence/spit/fireball, you're in trouble. The only issue I see currently is triple-snipe Regulus team, since they can actually support each other from entirely separate lanes.
Darvin3
The system could work like this: Every demigod has a bounty on its head. The maximum bounty is the current death rewards we have right now. When you die, the bounty is paid out and then halved. If the demigod is killed instantly when he revives, he'd pay out half as much as he did the last time. When the demigod comes back to life, this bounty slowly increases back towards its maximum. If he gets a kill, it's instantly refilled. This system wouldn
[quote]I mean, say I have a fleet with two Progenitors and a Radience. I have to keep clicking on each ship to fire its special ability. Sometimes it's rather difficult to find the ship I'm looking for. Would be much better if the abilities available for the selected fleet could all be there.[/quote] If you've selected more than one capital ship, just press tab. This will rotate which ship's abilities are shown. Worst case scenario, check the empi
[quote]it's about people who know what they are doing having no chance when the poor noobs on their team get ganked 5 times in a row = game over.[/quote] Totally in agreement. If someone is dying repeatedly, the gold bounty for killing them should drop off considerably. The game is just an exercise is pointlessness otherwise.
I had the same problem with a Sedna a while back. It's primarily a combination of hard AI's getting bonus cash and your AI allies feeding lots of deaths, and they get some pretty wicked equipment. Kinda stupid, because it's not your fault and there's largely nothing you can do about it except trying to win sooner.
The trade route system is the subject of frequent inquiries. The reason your trade route doesn't extend to the asteroid is because the asteroid is equally close to the terran planet (the last link in the chain) as it is to the ice planet. As a result, it doesn't extend the length of your longest chain. If you had a trade port in the next planet after the asteroid, your longest route would ignore the ice planet and instead travel through the asteroid and on to the next plan
[quote]I absolutely hate games that require 'correct' build orders in order to win. This tendancy makes human players just as predictable as AI players. And most RTS games devolve into this. In short, the longer any RTS game is played online, the more predictable and similar the games get. For me, MP gets boring faster than SP does.[/quote] I also dislike the nature of multiplayer to require optimized build orders. I don't like the term "correct" becau
Considering gas giants make up one half of the planets in our solar system, I'm surprised at how miniscule their role is in Sins. I'd like to see them have additional role in the future, but presently unless they're a natural choke point there's little reason to pay them attention.
If your opponent is going overboard with the scouts then yes, you'll need to divert some manpower to keeping the grav wells under your control. Against Vasari, I'd be conservative and pick my battles. Choose some neutrals which have lots of resource nodes and focus on them in particular. Ignore those that are too far away or don't have enough resource rocks to merit your time and energy. Vasari can take those with way less effort than you can, so it's often not worth
Typically my first three capital ships are a Progen, Halcyon, and Radiance. After that it's all based on my needs. If my enemy is strike craft massing (like that Vasari unfair AI last night) I'll get more Halcyons to deal with him. Usually I'll have only one Rapture per fleet tops, and ensure I always have at least one Progen and Halcyon per fleet minimum. The Revelation is nice, but not mandatory in any sense. I usually get them only in odd circumstances or in v
Targetting uplink is great if the map happens to have an asteroid field as one of its natural chokes, otherwise it's very situational. I'd take the first rank of targetting uplink over the second rank of colonize, personally, but aside from that it's your call as to whether you want it or not. Ion bolt is definitely the ability you want to sink points into. [quote]I love a good embargo rush too much for that.[/quote] Embargo is definitely one of my f
[quote]Disagree -- Marza Nuclear Missile attack and Raze Planet are very good abilities. Even the passive DPS boost with Incendiary rounds is kind of nice to augment the good ship DPS. Each to his own, but I loved Marza back when Missile Barrage didn't even work right.[/quote] I never said they were bad. I said they were overrated. Marza and Kol fanatics talk about them as if they're in the same league as the Progenitor or Evacuator. As far as the early g
1) do you have the most recent version of sins? (1.16) 2) do you have the most recent version of galaxy forge? (version 3; you can check by opening a .galaxy file in notepad, it will tell you the version number in the second line) If you're running the latest version of Sins, then maps created by the latest version of GalaxyForge should be working. If not, the most likely cause is that you are running either an old version of GalaxyForge or an old version of Sins,
First of all a common misconception: the Akkan is not a low damage capital ship; its DPS is actually just a hair below the Marza, putting it at second place overall for its faction. The catch is that it's a side-shooter, so half its firepower comes out of one side and half on the other. If there are no enemies on one side, its firepower is cut in half. Maneuver the Akkan into a good position and it easily matches a Marza for DPS. Secondly, the biggest advantage
If you downloaded Galaxy Forge yesterday, I presume you have the most recent version. Double-check that your game is also updated to the most recent version (1.16), since the map file format has changed in more recent versions. My map directory is here: [quote]C:\Users\User\AppData\Local\Ironclad Games\Sins of a Solar Empire\GalaxyForge[/quote] Put all your galaxy maps in here and they should run fine if you have the most recent version of Sins.
Even in vanilla, I usually end up stationing all my fleets around various suns in the late game. They're natural hubs on multi-star maps, and among the most important things to control.
[quote] I like to destroy the cap ships ... Vasari seems to fit better with what I am trying to do[/quote] Vasari are [i]by far[/i] the best faction at destroying enemy capital ships. If this is your preferred approach to battles, you've picked the right race. Remember to use the Evacuator as your first capital ship, and nano-disassemblers as your primarily ability. It lowers the armour of the target enemy ship, making it take additional d
I've used auto with the culture cannon. In a huge multi-star scenario where you have two dozen of them firing at once, you don't care where so long as they actually are firing. However, if I only have one or two I'd certain choose my targets carefully. Usually I use auto-cast in huge fleet battles where I just don't have the capacity to manage my own units. Setting a mothership to autocast shield restore is a perfect example. There are just too many abilities,
As far as AI's go, I'd say it's definitely most dangerous as Regulus. As for unclean beast, I think it depends. If it picks spit, it does great. If it doesn't, it just plain sucks. Aside from that, I find it plays Sedna and Oak okay. I don't know what you're talking about the Erebus AI playing well. I find it's definitely the weakest AI by far. Doesn't know how to use any of its skills effectively and really easy to kill.
If those are the only things you can actually afford, then there's no decisions to be had in the first place. You either use charm of life or nothing at all.
[quote]i very much doubt you'll also be able to include Angelic Fury ... and thus have high burst damage but tend to be mana hungry and thus poor at creeping unless you're packing alot of mana regen[/quote] Exactly my point; it's a very mana hungry build, but if you can bring out those mana items early enough he can creep, push, and kill quite nicely. There are ways to balance these things, so it's highly presumptuous to say any Regulus build is either good at creeping or killin
[quote]I've been playing with some expert people a lot and they stack some health regain early to avoid some spit, so I'm having a bit of trouble making it work.[/quote] The thing about spit is that if it's not working against DG's, you can always use it against towers. I will agree that smart people anticipate spit and are ready to counter it. Another advantage of my build is that I can wait until level 4 to decide whether I want to pursue a spit or ooze build.&nb
[quote]Regulus can creep extremely well with Angelic Fury and Mines or he can hunt demigods extremely well with Snipe and Mark of the Betrayer. its very hard to play a build that does BOTH well.[/quote] Not true; using mines as hand grenades can be incredibly devastating and set you up for an easy mark/snipe combo kill. As I said, you need a lot of mana to get it to work (otherwise you run out of mana before you complete your combo), but it's one of the best damage spiking build
Regulus is insane late game, easily the most powerful DG overall if it goes on that long. In fact, I've never once seen a Regulus lose once he has Ashkandor (mind you, I've only seen it happen four times, so we're not talking about an everyday thing here). Your best bet is to prevent that from ever happening. Win early, flag lock the artifact shop, and if he does get Ash try to ambush him and hit him with lots of stuns. Chances are if he saved for ashkandor his best ar
The fact still remains that 1800 health/mana is a pretty significant amount. Fights are often won and lost by tiny scraps of health and mana. A big chunk like 1800 is enough to really turn the tides. Both shield and heart remain very powerful abilities separately, they just happen to have this great synergy when used in conjunction.