Teun-A-Roonius

Teun-A-Roonius

Joined Member # 3863428
0 Posts 15 Replies 848 Reputation

Because having multiple capital ships in close vicinity already causes them to boost each other (sometimes greatly, depending on the abilities and levels of the ships), I don't think extra buffs are really needed. You could try something like this in a mod and see if it really improves upon the existing gameplay but I think capital ships work fine the way they are right now to be honest.

11 Replies 47,508 Views

Yarlen said he would try to fix the repetition time on sounds when you build a massive amount of ships of a single ship type. This especially concerns the corvettes from the TEC (and Advent). Would be nice not to hear that annoying sound every few seconds...

42 Replies 35,824 Views

[quote who="Yottsu" reply="5" id="3113665"]Quoting Scudhawk, reply 3Those blue stars also disable passive regen, worst place to put a star base...[/quote] Not unless you are TEC with at least two starbases with docking boom on both of them.[/quote]Or Vasari with the Debris Fortex. Though that one is a little more risky.

6 Replies 7,704 Views

Yea the effects for the Advent weapons are really great. An excellent improvement over the old Trinity effects. I also like the improved phase missiles for the Vasari, though I'm not too fond of their new wave weapon effects. They need a shinier color! [e digicons]:grin:[/e]

42 Replies 35,824 Views

If they execute it beautifully in Sins 2 an unoriginal race can still be extremely satisfying to play or to fight againt. Would make for some interesting new strategies when this new race enters the battlefield. Though that will probably be in 2016 or something...

307 Replies 1,179,041 Views

I am guessing the Advent will be added first, because the Vasari faction still needs a lot of work, I can play all factions already cause I modded a few files, so I know what I'm talking about. [e digicons]:P[/e] Besides that, I think the list looks kind of like the process we should expect.

42 Replies 35,824 Views

I find corvettes to be very useful when combined with a large fleet. They draw a lot of fire away from the more important ships, ae good at eliminating bomber spam and are fairly cheap to replace. I kind of like them to be honest. They move in a funny way too!

12 Replies 16,959 Views

Hmmm my colony frigates always used Colonize automatically, though it may indeed take some time before the ship realizes that a planet is colonizable. Never had to force a colony frigate to use this ability though. I might take a closer look at it next time I play on a large map. Thanks for letting us know.

2 Replies 2,377 Views

The only downside of mass scuttle would be when you accidentally press Shift + S. Would be sucky to see half your fleet be scuttled at once without being able to revert the proces in time. Believe me, lots of people have done this by accident...

4 Replies 2,364 Views

As far as I know the only thing they changed about the Boarding Party ability is the fact that you can no longer capture enemy structures (they can be destroyed with this ability though).

2 Replies 20,588 Views

[quote who="Thoumsin" reply="27" id="3112069"]Quoting Teun-A-Roonius, reply 23What about Learn 2 English? Well, will be best for you US people to learn Spanish... at the actual rate, it will not take long before USA is fully invaded and Spanish become the main US language... in fact, the Spanish worlwide rank of people speaking language is superior to English... What about US people learning that there is something outside US... something who have several other language.

30 Replies 38,487 Views

[quote who="GoaFan77" reply="3" id="3111366"]Could you give a specific example of what effects you are talking about? Not sure if I'm following.[/quote]The Disruption Matrix blinds your eyeballs if you don't wear sunglasses when zoomed in! [e digicons]x_x[/e]

5 Replies 4,098 Views

I think Sins is appealing for so many different people because a game can be finished in an hour or two, which is nice for the adrenaline multiplayer junkies, but also in more than ten hours on large maps, which is also a good thing because some folks like to just take it easy and expand slowly. This is what makes this game so strong.

18 Replies 55,004 Views

The most annoying thing is when an enemy ship disappears in an allied AI players' gravity well, causing the allied AI to think that there is still a threat present and concluding in the fact that he will move his entire fleet there eventually, never leaving that gravity well anymore...

28 Replies 19,493 Views

Yea, the dev's know this by now though, I'm sure... I strongly recommend playing against Cruel (or Vicious, if you can handle that) AI, if you want a good challenge. At least until the AI gets an upgrade.

4 Replies 26,209 Views

Nothing wrong with the present effects I think. Though I can imagine that some people would appreciate an on / off switch for them (would indeed make it much harder to see what is going on though).

5 Replies 4,098 Views

[quote quoting="post"]1. I had a fleet of capital ship and a titan phase jump to a sun, trying to get to a planet on the other side. Most of the ships went around the sun like i normally see, but three of the ships went under the sun, all at different angles too. This of course slowed down the departure time of the entire fleet.[/quote]Yeah fleet movement still needs some slight improvements, but the dev's are working on it they said (check Yarlens known issues thre

1 Replies 6,162 Views

[quote who="unic" reply="3" id="3111211"](...)second: if the ai learns to shoot all novalits to the same planet you still have a problem.[/quote]Auxiliary Government (and it's equivalents) ignore all damage, even when the planet's health reaches zero. So by building a Starbase with this upgrade, you fix the Novalith threat. Though building star bases on all of your planets is kinda suxxy...

7 Replies 9,054 Views