[quote]No no no. This has been discussed sooooo many times before. This is a game breaker.[/quote] Well, I am new to the forums and don't have the time to go back over the 150 pages of old threads. Even thought the number of squads upgrades with the levels of the carrier cap, I don't think 5 or 6 squadrons is enough for a true carrier cap. The carrier doesn't have to start out with 10-15 squads, just make the higher levels have more squads so the ship actually feels like a
sawakaki
I have two questions. First. I downloaded Forge Tools 3 and cannot get Galaxy Forge 3 to work and I see no option to install it. I had the version 1.1 and it worked fine, but I deleted that and now have version 3 that won't work. What do I do? (I wish I was, um, techier) [e digicons]:S[/e] Second. Where does one find when the next patch is comeing out, news on the Sins universe, all that kind of thing? It's probably something REALLY REALLY simple,
[quote]Ok, people suggesting you mod it to be able to make 2 SBs are ... ergh. Deluded. [/quote] I agree with this statement by itself. Putting more than one starbase in a gravity well takes away haveing to defend it with your own fleet if an enemy fleet invades. I routinely defend grav wells with one fully upgraded SB (TEC) and a couple of Dunov Battle Cruisers to replentish shields. Putting two SB in one grave well makes defense a hands-off issue. Sins is not
I haven't created any large maps myself, but the largest one I have played was Chokepoint. It has about 325 planets. The thing that needs to be taken into consideration when designing a large map is how long it would take to conquer every single planet. The map you're talking about, if I understand correctly, would have say 200 stars and 1000 planets at each star? That means a total of 200,000 planets. If you think how long it takes to attack, defeat, colonize, a
[quote]Im now just going to look for the right price. I think Entrenchment has to be part of the package.[/quote] I bought Sins at Wal-Mart for $20 and Entrenchment for $10 through impulse. It is most deffinitely worth $30. BTW I believe Game Stop can look in their system and if another of their stores has a game, they will transfer it to any store in the country for free. So even if it isn't at your local store, it should still be available.
[quote who="MrBravia" reply="10" id="2103408"]It would be kind of funny to hear what real military conflicts would have sounded like if soldiers used "gamer terms". Sailor at Pearl Harbor: The Japanese are spamming us with Strike Craft! It's not fair! Sailor 2 at Pearl Harbor: They are camping us too! Those cheaters! [/quote] ROFL [e digicons]:rofl:[/e] An excelent point.
I agree that carrier caps should carry more squads, possibly 10-15 rather than the two that they do now. It seems pointless to spend the money on a capitol ship that carries the same number of squads as a light carrier. The abilities are nice in the early game, but aren't really worth it in the late game, at least for the TEC carrier cap.
The only way I know of is when you exit a game, there is a screen that has a whole bunch of stats. You can change the stat category with the buttons on the left of the screen, and see individual stats by clicking on the text in the lower part of the screen. I can't remember if the ones you are looking for are in there, but that's the only place I know to look.
I've noticed quite a few people in these forums talking (not really complaining, but maybe gripeing) about strike craft spamming. I looked through old threads, but didn't find anything on this, specificly. So I thought I would start a discussion on strike craft. Personally, I like strike craft. By late mid-game my main fleet usually has at least 50 squadrons, sometimes as many as 70; most of these are bombers. I find this is a good way to take on star bases, es
I am a huge fan of David Weber, and particularlly enjoyed that series. I can't offer technical modding help, but I am most definitely interested in this mod.
There is no campaign in SINS. That being said, I still think it is one of the best designed RTS games that I have ever played. Even without a campaign there is a wealth of depth and tactics-based gameplay, especially if you purchase the Entrenchment expansion. The replayability of this game is quite satisfactory as well. Each single player map really is a different sittuation and takes slightly different tactics to win. As for game time, I am currently playing
In diplomacy, once you have signed a peace treaty with an AI, I believe the only way for that to be broken is if you fire on one of their ships or structures. More expierienced player, please correct me if I'm wrong, but this what I've seen.
This may be an option for getting a physical option of Entrenchment. Purchase it on Impulse, archive the file (there is an option to do that if you right click the game icon in Impulse), then copy the archived file to a CD or DVD. Just to clarify, I haven't actually done this myself, so if anyone knows whether this will work or not, please respond.
Excelent point, boshimi336, and well put too. To the developers - would it be possible to put this in an upcoming patch? Also, is there a line of code we could edit to, say, reset the AI resource bonuses on hard to 0 (regular income rate)?
I think the slider idea for AI difficulty levels would make choosing an appropriate difficulty level easier. Great ides.
Good to know the AI is better over all at the higher levels. Now I just have to become good enough to play at unfair level. [e digicons]
I've discovered that once I've established myself on 12-15 planets and have my research, fleet and income levels fairly high the game becomes an exercise in repitition. Scout a planet, clear mines, attack and conquer planet, build up planet; repeat until game is done. Also the AI opponents don't seem to research more than a third of any tree, so even though their fleets can be big, the go down with only minimal losses for me. I haven't played an AI opponent at its highest
That does take some getting used to, and yes, there is a way to turn it off. You can turn it off. It's called 'zoom to cursor' and I believe it's either in the options menu or the key binding menu. I can't remember exactly which, but I do know it's there.
[quote]So you def want to play some single player against the harder lvls before going against real people.[/quote] I most deffinitely agree. I'm still working up to where I feel I can take on large numbers of hard or unfair AI opponents. I haven't played against real people yet, but I think if it's hard against several AI's, I'm gonna be seriously owned by real people.
[quote]Nifty. I always like looking at the road to the end product.[/quote] [quote]Thanks! These are really great. I've always enjoyed looking at the game art. If theres more, please post![/quote] I certainly aggree. Especially with a game like this (as visually pleasing as it is fun and addicting) it's always neat to see how the final designs evolved, and to see how hard the developers worked to make them. Keep it up! [e digicons]:grin:[/e]
[quote]I've avoided playing against more than 1 AI because if you do 2 or more they all seem to get a hard on for only the human player.[/quote] I've found if you lock the teams so each player is a separate team in the game options screen at the beginning the AIs will fight each other just as much as the human player. I've even seen them totally destroy another AI race. The only downside to this is that it denys you the option of doing missons for other players, so you can
I only play TEC, so I can only answer for that race. Anyway. A TEC refinery sends ships to extractor in its own system and all systems with developed asteroids one jump away. Asteroids at colonizable locations can only support 3 refineries, any more and there is now added gain. Place them in a grav-well with multiple asteroids that's adjacent to other resource rich planets. For example, a Terran planet that has a Volcanic and Ice planet on either side of it.
Awsome. I will definitely keep my eyes open for the TEC post.
Nice work on the pictures. Someday I'll have a system that can make games look that good. BTW, do you plan on posting any of the TEC? If you do I would love some to use as backgrounds of my PC.
Last resort is the ability to self destruct thereby damaging or destroying all ships and structures within the blast radius. This only available on the TEC starbase, and then only after research and paying for the upgrade. The beginning of this thread has a great example of this being used.