And thus it all goes back to promovement propaganda and martial law. LOL
XxTaLoNxX
Probably use of promovement propraganda, and martial law.
[quote who="numerarius5988am" reply="7" id="2847836"] Quoting XxTaLoNxX, reply 6It worked in GalCiV2 because it's a good fit in a turn based game as expansive as GalCiv2. In SINS I think it would be a gimmick mechanic that would need a gimmick counter like another spy... and then you just turn SINS into Spy vs Spy. It doesn't have to be all or nothing. Providing more options allows for more diverse varieties of gameplay.[/quote] While I agree
1) CAMPAIGN! I really want some fleshed out story for each of the factions, perhaps touching on key points in a cohesive story where each of the current factions find themselves face to face with whatever is chasing down the Vasari. 1a) This could be the story element that ties in the "Diplomacy" mechanics as you must choose your allies and unite against a greater foe... 2) I would like them to better incorperate Map Making, as is it is a pain in the butt to play on custom map
It worked in GalCiV2 because it's a good fit in a turn based game as expansive as GalCiv2. In SINS I think it would be a gimmick mechanic that would need a gimmick counter like another spy... and then you just turn SINS into Spy vs Spy.
Since this topic is still alive I am going to voice my opinion on the subject. I think the developers have all but abandoned this game and there isn't going to be another expansion. That doesn't mean they won't update it occasionally, but in my opinion with the devs being unusually quiet it seems to me that their major focus has shifted to other projects. As for SINS 2, which I am very hopeful for since this game is considered a massive success, THE BIGGEST THING that i
Anyone have any recent replays of any viable Diplomacy tactics with and without Pirates - ON? Anyone want to volunteer to write up a nonbaised review of legitimate tactics for every faction and gather and link to replays showing these tactics? Hmm? Anyone? No....? 1,2,10 Not ME!
[quote who="Darvin3" reply="13" id="2846388"] How do you determine which gravity wells are key? I think front-line is the best you could do on this matter. It would depend quite heavily on the placement of assets and what moves you anticipate from your opponent.[/quote] I understand what you mean about front line scouting but when I was in the military the "front line" was where combat was taking place, in SINS if this definition is true then you already have ships in
[quote who="Darvin3" reply="169" id="2847612"] only place they lack is in the EARLY economy since they can actually bypass and surpass Terran/TEC economies with Colony Pods + Merchant docks on SBs This is completely wrong. The TEC late-game economy is far superior to either of the other factions due to their Pervasive Economy and Development Mandate techs. The Vasari starbase is also no economic mogul; colony pods are horrible and never worth investing in, and their trad
[quote who="Darvin3" reply="4" id="2846410"]Those super-massive incomes are typical of large team games where one player begins surrounded by allies. In this situation (typically called the "pocket") that player will forgo fleet entirely and spend all his efforts on building a super-power economy, then using his income to "feed" his allies. This specialization can build economies that are completely unattainable otherwise, and greatly improve a team's overall position.[/quote]
[quote who="InfiniteVoid" reply="8" id="2844681"]Probably the easiest way to improve your relationship is to attack a third player (that is hostile to the player you're trying to form a pact with). This will start boosting your Military Actions with that AI. Although you can get 20 relationship from that, only up to 10 will count to the overall relationship (the other 10, however, can be used to cancel any negatives you have).[/quote] Easiest way to improve your standin
Right now as it is Vasari actually have a strong early game with the Skirantra/Assailant start being only one military lab away from early domination and late game they have so many tricks it is hard to counter them all and repel or counterattack them effectively. Between PS/RA, Phasic Trap, neutral mining, double Skirantra fleets, Phase Missles + researches AND Subverters Vasari have the most aggressive starts and the best late game tactical advantages. The only place
Face palm. Why is it so damn confusing to make and play a map.....? Seriously this needs to be addressed by either Stardock or Ironclad. The forge says something like, "Make and play a map in just minutes!" When what it needs to say is, "Make and play a map in just under an hour IF you know all the freakin' hoops and gimmicks you have to jump through and perform to play on the damn thing." Seriously. I have followed all the advice here, thank you harpo, and I am still h
Sorry for the thread necro, but I installed this mod and got a mini dump error when I tried to enable the mod. Not sure if this is still cohesive with the latest version (geez they actually made a moddable game that is a pain in the a$$ to mod and make maps for I have now seen everything). Any help or insight into what I may have done wrong (if I did) would help. I'm a pretty gifted modder and mapper and have experience modding around 15 different games (off the top of