you mean the micro for (say for example) building more ships for the ones you lost and sending them to the fight and stuff like that? I know that's a good key. However, I was talking more along the lines of using ship abilites manually, moving your fleet, telling when to attack what...the list goes on.
Airship_Artillery
ok, I get that you don't want to have a game take an eternity. I also want to know a couple more things...do you play on any specific scenarios and why/how much micro would you say is important? (I ask because it seems that the game is designed that you can get by with a lack of micro, but a little always helps).
I just want to know what game settings the so called "pros" use. I'm particularly interested in what they use for team and 1 vs 1's.
if people react to someone being new to the game in the same matter you say, then I only learned one thing from your guide: online isn't for me
wow...I really didn't think this topic would get so popular. I guess no one likes the idea of giving flaks researches. I do like the ideas that are presented at the moment though...keep 'em coming!
Hey guys! I was just thinking to myself: one of the main flaws of Sins of a Solar Empire (at least to me) is the lack of memorable lines. Most RTS games have the units saying things that are worth repeating, but it seems that Sins has a lot of lines that feel lackluster. Let me state that I really do like Sins (I just got it recently), and I hope some new lines could be implemented somehow. Anyway, here's one I had in mind, "Your purpose, my strength!" (probably a
If I recall, I've been hearing that carriers are slightly overpowered if spammed. If this statement is true, then I was thinking that instead of nerfing the carriers in some way, why not buff the flaks? However, the buff won't be a straight up buff. That would make strike craft useless in the early stages, when it isn't TOO much of a problem. Instead, I think a couple of flak only researches could go a long way for each side. Something to increase firepower and
This idea sounds good to me. Of course the main variable to consider is the antimatter drain rate. Too low and carriers still stay "broken", but too high and carriers lose ALL of their strength. Maybe the TEC drain rate could be slightly reduced to compensate for the jump drain (don't have much experience with TEC, mainly an Advent user). The main point is choosing an appropriate drain rate, just enough to make them balanced.
I must say, I'm not sure if this is the only bug. My friend and I were playing on Hyperion's (spelling?) in a 2vs2vs2vs2 of us vs easy computers. It appeared everything was going fine...until a huge army came to attack me and he only saw one guy. Coincidently, before that we finished up a 2 vs 2 with easy opponents on dopplegangers. That one went without a hitch from start to finish. I'm going off of idiot knowlege here, but is it possible that autosaves (an