Of course, it would be a buff to Anima Tempest, Rapid Manufacturing (which are both ultimates and not OP) and Scramble Bombers (@#&^*!!). But if the latter was nerfed then it would work.
rowanlad
Yea thats sorta the basis of what I'm thinking. The problem with fighters now is that they are too weak to do their job with lrms and their other purpose is impossible (clearing the skies of something that is built for free on the battlefield at high speed).
Hey all, Now normally I don't do this as the majority of players (including myself) have little idea about what is possible under memory limits, programming times and everything else that is needed to edit or build a game. I have some programming knowledge but no modding experience so I will simply put forth my idea and then y'all can ignore if it is terrible. The problem my idea might address is the issue of LRM/Bomber spam with fighters as the weak point in t
The kol is like a giant flak frigate in most regards until you get to level 6 and then its still a lot like a giant frak frigate. The only time it does well early game is against the AI with lots of high DPS back up. You send the kol into the grav well first and the stupid AI focuses mostly upon it. With adaptive forcefield and a couple of hoshikos this baby will just keep going and going and going... mix it up with LRMs and take out the duped enemy forces and you have yourse
I would overjoyed to see pirates and culture fixed... these I sorta feel are the most broken (large) elements of Sins.
Yay!!!! Now im excited. Ill be checking on more often to hopefully see this develop [e digicons]\o/[/e]
Reveal mines is an ability of the scout. Its automatically set to auto cast but you can tell it to use on a particularly large group of mines to speed things up. It has a cooldown of 2 secs so its pretty quick. Careful of Advent mines however as they will home in on the scout as they are revealed.
Yes. On most occasions, yes.
Yea agreed, it mustn't be. Interesting tho.
I haven't seen this asked or answered anywhere else, but I have noticed that the latter Vasari Armour techs and one artifact decrease the 'mass' of a ship or its hull. Now, having some idea of basic physics, does this effect how much a grav well affects your speed/acceleration when travelling through it? Or the depth you can jump within a grav well?
It also greatly depends on the size of map. I tend to choose carriers on small maps due to the fact I will be meeting my opponent faster. On a large map however, that Colonly Cap will help you colonize faster. How? Well, the antimatter regen of a colony cap over a frigate is the obvious benefit and a very crucial one. Of course you can build many colony frigates but that is going to start getting expensive, especially if colonising in two directions. You need all the cash you can
Ahh. This then brings up an interesting point. Against the AI, I sometimes tech up Vasari salvaging (you know, the one that gives you resources that are sucked up by your Cap ships when there is debris nearby) if I find myself in a resource deficient situation. However, this might cause a problem for your orky with debris vortex if all the cap ships are sucking all available debris near the starbase. I might actually help the orky to keep em clear.
[e digicons]o_O[/e] That. Is. Pretty. Bloody. Impressive.
Missile barrage?? I am impressed.
Lol that would be entertaining. Were they stealing support ships? or just anything?
Ok, so I was just curious as to what ultimate cap abilities you have seen the AI do? All the ones I have seen have been Cruel or Unfair (haven't tried Vicious yet lol) but since buying diplomacy I have seen more and more. Ill put down the ones I have seen and if any can vouch for another I would be pretty interested. So, I'll break it down by race. TEC: By far the most common user of ultimates. Not because they are any smarter however, I reckon its just to do
[e digicons]k1[/e] Omg... you just changed the way I play late game lol actually you also changed the way I use abilities en masse as well. Excellent tip.
Only if you are in the negative tho right? Im pretty sure if you are still in the green you wont see any credits disappear.
Under-development and fleet upkeep only lower credit income. Neither 'take' credits from the bank. I have had this issue and I have been playing for months so I know its not planets in the red, also I've seen this happen as Vasari which do not use mines the same way as Advent. It must be a rare bug that doesn't come up very often. In the one or two games I have seen this happen, the effect only lasted 5-10 mins and then everything was normal again. Im not a programmer or
Actually, I have seen a similar issue before that was pretty much the same as the OP. Perhaps not so many credits... maybe 50-100... but yes, I literally saw them flying out of the bank at a periodic rate. Wasn't late game, there were no under developed planets and besides, fleet upkeep and under development simply lowers the income rate and doesn't take credits out. Oh it isn't starbase construction either. Would have noticed over a 1000 credits disappearing. I have only seen thi
Haha what about 2 Orky's with 20,000+ health, 8,000+ shields with all weapons upgrades in the same grav well. The Sins Plus mod makes this disaster possible lol. Lucky I am TEC in extreme late game so I have hundreds of thousands of credits due to a 15+ jump trade route as well as many many frigate factories to replace the losses (coupled with industrial juggernaut tech and the artifact that improves fleet construction by 30%) Still its an insane battle, each grav well is a major v
Agh yes, pain in the ass bug the hopefully might be fixed next patch. Just cancel em.
Yea I have had a TEC Cruel AI dump 20+ ogrovs in a grav well... if no fleet is present then the SB is pretty screwed. However, thats a HUGE investment from the AI and one that is so easy to trap and exterminate.
So, been playing now for 4-5 months and just wanting to say thank you Iron Clad/Stardock for a pretty awesome game. Must have been a risk with a small team and little budget to try something so completely different to a lot of what is out there. I looked around on the net for a good space colonization strat game and the only stuff that came close was ancient. Sins combines gorgeous graphics with great strategy and an absolutely incredible user interface th
Hehe, I gathered 50+ squadrons (not individual strikecraft, whole squadrons) and told them all to go in one spot. It ends up like a big cloud. Then I simply zoomed way in and switched on 'cinematic mode'. To do that, all you need to do is click a little button (The second one to the right of the Menu button that looks like a movie clip thing).