[quote]I'm still a little unclear as to what was added in entrenchment as I didn't play vanilla sins. I do know the entire fortification/defense tree was added, but besides that I have no clue.[/quote] The defense research tree was the big thing that was added. They also improved the AI, now it will go after nuetral extractors, avoid mines and tactical structures better, and AI surrender is much better. If you're really interested, you should be able to search the old chan
sawakaki
I'm working on a 200+ planet custom map against 5 hard AI's. Every player has their own start system to start with. I've got almost 6 hours into the game, with all the settings on fast and the game speed doubled, and I've only just gotten out of my home star system. I've easily got another 30 or so hours left. I can't imagine playing on slow settings.
[quote who="kyogre12" reply="4" id="2156344"]We had a thread going about a build-your-own-ship function for Sins, but then a Stardock employee (don't remember who, Kyro, maybe?) posted and said that it would probably never happen, and we shouldn't get are hopes up. My personal dream would be a program that isn't just for Sins, but can be used for many games. It comes with many parts, weapons, etc, that you can mix+match, similar to the ship builder in GalCivII. And you can texture
There is an option in the fleet commands button to set the stance of your fleet to 'hold position', 'attack local area', and 'attack gravitiy well'. This doesn't apply to the strike craft, though, just their host ship.
[quote]30 Galaxies 30000 planets[/quote] Do you really mean thirty THOUSAND planets? That's ridculously, insanely huge!!!
[quote who="meyerk" reply="11" id="2149172"]No seriously, where's the pause button. I'm tired of not being able to stop to talk to my friends etc. [/quote] On your keyboard (well, mine at least, but it's a really basic/standard model, so I hope it's the same) right after all the function keys (F1, F2.....) there is another group that has Print Screen/sys Rq, Scroll Lock, and... Ta Da! Pause/Break. Seriously, it says Pause right on the key! [e digicons]:P[/e
If you are running the latest patch (Sins 1.16 and Entrenchment 1.02) you need to put the custom maps in the Galaxy Forge folder. For Windos XP it is the file name below. It's a hidden folder, so just do a search (you can just search "GalaxyForge" and it will find it) and have it look in hidden folders. I just made a shortcut to the folder on my desktop once I'd found it. "C:\Documents and Settings\user name\Local Settings\Application Data\Ironclad Gam
My most memorable game moment, hmm.... I was playing against 5 unfair AI's on a multi-sun map. I had taken control of my home system and put the maximum of four starbases around the sun. I was playing as TEC and all four bases were placed so their arcs of fire covered each other. One also had the repair ability fully upgraded. Late in the mid game, in jumps a player with a fleet worth about 1000 fleet credits, a half-dozen caps and a whole bunch of heavy
Okay, I've made a custom template for a beefed-up pirate base. I can get it to work in-game only when the default template is active as well. This has the effect of stacking the units and structures from both templates. My question is, how do I get just the custom template to work? Any help would be appreciated.
[quote]If SoaSE was a more realistic, wouldn't it take much longer to siege a planet with Vasarri laser cannons over the TEC nukes or Advent kinetic bolts? I'm saying this because the laser isjust that, a laser that cuts in 1 straight line compared to the explosions associated with the other 2 teams.[/quote] An interesting point. I suppose one could argue that upon contact with solid matter, the laser's energy turns violently into heat, causing, in effect, an explosion
[quote]How get you move multiple ships at once?[/quote] You can select a group of ships and create a fleet or a numbered group, then give them all attack or move orders at once. I'm not trying to sound rude, or anything like that, but I believe fleet movements are covered in one of the tutorials. I also believe it is in the manual as well. Tht tutorials are available under the single player mode, check there if you haven't played them already.
[quote]I've tried every setting Sins offers and still end up having to chase after my fleet comand ship and sending him back to the more important targets time and time again[/quote] Have you tried holding the 'Shift' key down and queing attack orders? You can do this for a fleet, a class of ship (by holding the 'Alt' key when you select a ship or structure, this will select all of that kind in the current grav well). It still requires a bit of micro, but not as much
True, but it'll still show totals even if some of the planet info is off screen. I do think it's annoying, though.
[quote]I am not sure what the best way is, cause both the "dyson sphere" and "the Citadel" are very special planets and I will use them only in special scenario maps. Which means I won't add them to any random planet list in the galaxydef.[/quote] Are these going to be custom, player made maps? Thanks for answering all my questions. I can't think of anything else, so I guess I'll sit back and wait for the mod! I'm looking forward to it.
Hmm.... Yes. Everything you see on tv must be true. Just like everything you read on the internet is fact. [e digicons]o_O[/e] Or not.[e digicons]:P[/e] ROFL
Nice research names, BTW. [e digicons]:grin:[/e]
I'm for the energy beings because degraded/non-civilized/savage/zombiefied humans and alien bio-hazards that absorb all organic matter have been overdone in games, pretty much forever. I know some say that's because they work as a 'bad guy'. This is true, and I agree that they do work. I think they've been used so much because they work. I'm hoping for something different. Sins, I think, stands a bit apart from other RTS and 4X games. True, the current
[quote who="Bobucles" reply="6" id="2120167"]Right next to an Akkan Battlecruiser. The increased range is absolutely devastating. It'll place most of your weapons within range of the fleet, rather than just barely out of range. [/quote] Hadn't thought of that..... That would be a good counter if an opponent was attacking you with the TEC extended range missle upgrade with Ogrovs. Nice.
I play TEC as well, and would strongly recommend trading one fighter slot for Auxillary Government. Like CoBBQ said, it forces your enemy to attack your star base, giving your fleet more time to come back and defend the planet. A fully upgraded SB can last a long time against an AI fleet.
[quote]I haven't decied yet what tier the researches have for each faction, but one idea I had was to increase the planet upgrade costs for these structures. So maybe you can have an early access to the research, but the upgrades costs much more than for a normal planet. Also the Vasaria and Advent will get it earlier than the TEC.[/quote] I only play TEC, so.... The second tier ice planet colonization is a level 4 research. Why not make the research for these spheres a le
YES!!!! Someone posting on the forums to say something nice about the game developers instead of just another bashing. As another player who appreciates all the hard work and support from the devs, thanks for posting a positive comment! [e digicons]:thumbsup:[/e]
[quote]Now for the really newb question, whats a hud? just kidding[/quote] LOL, had me worried for a sec. [e digicons]:P[/e]
I always play as TEC. I know TEC doesn't have as many bonuses from culture as the other races do, especially Advent. So what I posted earlier was just what I've seen as TEC. Thanks for correcting me and adding that extra info.
It's determined by your income rate. There is a separate ranking for credits, metal, and crystal. You can see your ranking by fressing the F1 key, and see you income rates by mousing over the display boxes on the upper right part of your hud. That will show you what each planet is earning for tax income as well as trade income. It will do the same for metal and crystal. Plus it will show you how much is being taken away by fleet supply.
Man, I love to see well thought out ideas for twists on Sins. Love the creativity. I've gotta agree with TheRezonator a bit, though. I just don't see some of the scenarios working with the mechanics of Sins. Some of these ideas sound like they work just like any other RTS game out there. It sounds like the devs don't want to go down that route. However, I think some of the Generic Challenge and the Tactical Challenge ideas have the best possibility of w