Teun-A-Roonius

Teun-A-Roonius

Joined Member # 3863428
0 Posts 15 Replies 848 Reputation

Thanks for clearing that up. Never tried starting the game that way, I just have Steam always running in the background, so I wouldn't know if my game would crash as well when I would start it up the way you do...

5 Replies 66,332 Views

[quote quoting="post"] Probably known, but Rebellion is the only Steamworks game that I've played that gives me an error when I try to launch without Steam running. All the rest auto launch Steam for me first, then boot up the game. Not sure if I'm missing something here.[/quote]Never had any problems running the game while I had no internet access (Steam offline mode enabled of course). [quote]Second, a slight buff to starbases. With titans coming to Sins, massed cap

5 Replies 66,332 Views

When you have a large fleet it is not that hard to kill enemy titans at all. Also, a fully upgraded star base can hold of a titan for quite a while (not to mention the 'Red Button' ability of the Argonev that can annihilate pretty much everything that comes too close).

18 Replies 3,662 Views

Supply Pacts are supposed to grant you more fleet supply while lowering the fleet upkeep costs at the same time. If you don't get immediate access to additional fleet supply when accepting a Supply Pact, something is not working the way it should.

4 Replies 7,753 Views

[quote who="KarlBar99" reply="21" id="3110754"]Also question for you sanchezz, where's that avatar pic from,. i've seen it somwhere before and can't identify it and it's bugging me .[/quote]The Avatar is from the movie "Kickass". It's the little basass girl that got trained by her dad to become a merciless killing machine. Epic movie by the way. Sorry if I took away all the pleasure of answering him Sanchezz. [e digicons]:grin:[/e]

28 Replies 25,257 Views

It happens on different ocasions. The dev's are aware of it. Next time please read other threads first (at least the titles) btw, because there are already numerous threads addressing this very subject.

1 Replies 3,874 Views

[quote who="DirtySanchezz" reply="4" id="3110642"]What about allowing game hosts to set the timer time or choose from a couple time options?[/quote]For multiplayer, this would be nice. Still leaves Single-Player mode unattained though...

10 Replies 14,480 Views

Yea I think moons should have more hitpoints, population and logistic and tactical slots capacity compared to asteroids. Also, more space stations (just a visual thingy) orbiting the moons would be a nice touch. This would make them kind of fill up the gap between planets and asteroids and add more value and strategic importance to them.

5 Replies 4,269 Views

[quote who="ChaosMaster130" reply="14" id="3110442"]I THINK though, that you can level the ultimate ability to level 2 though now, not sure if it makes it better then level 1 from diplomacy though yet.[/quote]Yeap, the superabilities can be upped one level, making them significantly more devastating. Though not all level 2 supers are that much better.

28 Replies 25,257 Views

[quote who="rowanlad" reply="5" id="3110432"]It takes at least 90 bomber squadrons from Advent or TEC to do what 50-60 Vas bomber squads can do when focus firing on a star base. Phase missiles and high multipliers against structures make Vas bombers by far the best structure busters in large numbers due to the fact they are also, you know, useful for killing things that move.[/quote]This is slightly compensated by the Vasari's lack of an anti-structure cruiser, however.

12 Replies 9,432 Views

There are already numerous threads about the AI being less effective compared to Sins Trinity. You can count on improvements on it in the future. As for now, try playing against Cruel AI. It provides a challenge similar to Hard AI in Trinity at the moment. It knows what it''s doing, so to speak.

1 Replies 6,117 Views

The titans do actually have their own warning for shields down already. You hear the message "Our titans shields have failed!" when it happens. No idea why you got a different message. [e digicons]:S[/e]

6 Replies 9,847 Views

The timer should depend solely on the scale of the map you are playing on, if you ask me. I did not try that new victory condition yet, but it seems logical to me that larger maps require more time before the occupying player wins than smaller maps would require (because the more planets there are, the more time one needs to amass his fleets). Just my opinion...

10 Replies 14,480 Views

It does say "Beta Review", though the purpose of reviewing a very early and clearly incomplete game still remains unclear to me... [e digicons]:|[/e] Funny thing he removed all the content by the way. Very suspicious indeed...

9 Replies 6,392 Views

Actually the AI knows damn well what to do when Capital Planet Victory is enabled. At least on Cruel and Vicious difficulty (Some of them instantly rushed my Capital planet, completely ignoring my more forward planets). The AI still needs some tweaks, though, I admit that. As to your original statement about the Armistice spam on Akkan class Battlecruisers: The autocast just needs to be fixed on this ability. The AI uses it instantly when rushing an enemy gravity well, which is just c

3 Replies 2,328 Views

I also modded the game (the 0.60 beta) to enable the other factions. The Advent are mostly done, but the Vasari still need a lot of work. Their Loyalist titan shot TEC beam and autocannon weapons and their corvettes used the same meshes as the Skarovas Enforcers, lol. [e digicons]:grin:[/e]

13 Replies 7,996 Views

Corvettes still need some tweaks. I think they will be balanced out more in the future, though. They already upped the supply cost of corvettes from 1 to 2. They are most effective when combined with a larger fleet, backed with supportive cruisers (especially Hoshiko's are very useful) so that they won't die that quickly. The main point of a corvette is still to draw enemy fire away from more important ships, it seems.

9 Replies 7,515 Views

Only half of your ships will listen to your attack orders if the other half is made up of anti strike craft frigates and support cruisers, which do not attack unless seperately selected and issued to attack. Sins was designed this way, because the support cruisers and said frigates will be more effective generally when they just autocast abilities or target different unit types (like strike craft).

2 Replies 4,374 Views