Wrath89

Wrath89

Joined Member # 4452402
14 Posts 287 Replies 13,398 Reputation

C:\Program Files\Stardock Games\Sins of a Solar Empire - Trinity\Diplomacy\GameInfo\Gameplay.constants Inside that file you can see the different numbers used by the different game speeds. --------------------------------------- buildSpeedData-Slow shipBuildRateGameSpeedScalar 0.0 moduleBuildRateGameSpeedScalar 0.0 buildSpeedData-Normal

4 Replies 14,131 Views

And target their caps. Very often when the AI has surrendered to me it's happened right after I destroyed their last capital ship. (But only prioritize this once you're sure you've already won and the AI is close to surrendering)

51 Replies 159,268 Views

When you think you're somewhat experienced with single-player, consider coming online (ICO) to experience a whole new dimension of the game playing other humans!

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[quote who="Coridane" reply="43" id="3015932"]Here's an embarrassing question: how do you secure a victory? I attacked the remaining empire's capital world (or I think it was their capital - it said Home) and after destroying the colony, there was no fanfare or anything, so... [/quote] In my experience at least, sometimes the game bugs out and doesn't give you a victory even when all enemy planets and colonizers are dead. (You win when all enemy planets and colony ships ar

51 Replies 159,268 Views

[quote who="-Ue_Carbon" reply="27" id="3015730"]But that requires a mod, which the majority of online players seem to be avoid like a plauge? [/quote] There are so few players online it can take 30 minutes or more to get a standard 5v5 game going in ordinary Sins. Attempting to get enough players for a mod could take forever unless you get everyone organized beforehand, which is annoying and can often fail. It sucks. Sins just plain needs a larger base of players to begin with

53 Replies 45,383 Views

I've been talking to newbies on ICO a lot recently and have counted at least 6 who've had Mesh problems and have been unable to connect to games. I've been directing them to this thread, but there are undoubtedly many others with the problem who've been online during other times and haven't been able to figure it out. Come on, this problem should be ridiculously simple for the devs to fix. if (Mesh error){ filesystem.deleteMeshFil

39 Replies 70,817 Views

[quote who="MayallCommunion" reply="10" id="3015650"]Honestly what I really want is to go against the new AI types Hardest on Vanilla is far to easy for me.[/quote] Vanilla only goes up to Unfair (2x regular income rate). Have fun trying to beat Vicious in Entrenchment or Diplomacy (6x regular income rate) without a starbase (cheap). Heh.

24 Replies 41,243 Views

The fact is that there is a limited amount of human resources to go around. If a whole lot of effort is put into flavor text and lore, that means less effort available for improving other parts of Sins. Even if there are different parts of a development team, there is still a limited number of total humans available to work on things. And, like I said, these AI factions you want to add descriptions to are too, well, AI to be worth it. The lore is there to give us an excuse to

24 Replies 41,243 Views

While interesting, I (and many of the regulars, I think) play and enjoy Sins for the gameplay and the numbers, and think that the devs have much better things to focus on than lore. Also keep in mind that all these different faction names ("Psi Order Zealots" etc) refer to AIs only, which I think are too annoying, predictable, and stupid to give personalities or background info on, especially given that they all play identically. Not that this is a horrible idea - it's not

24 Replies 41,243 Views

[quote who="N3rull" reply="22" id="3015529"]Find match, ~10s wait time, 10-25 minutes of an action packed game, gg; if I have the time then find match again, otherwise quit.[/quote] That can be done on Sins easily enough. Recently I've been playing Point Blank more than usual for that reason, among others - although Sins player counts aren't quite high enough for a 10 second wait time, since it's a 1v1 map it usually doesn't take long to find another player, and then t

53 Replies 45,383 Views

[quote who="dbkita" reply="39" id="3015366"]Umm I stated 8-10 capitals which seems pretty reasonable and that is for the first 2000 or so logistics points. Going for 13 at the end is fine but 16 is inefficient in my experience and a waste. And yes I agree the capital ship logistics upgrades are expensive. 8 is more than enough to wipe put any AIs imo.[/quote] Indeed. I just like focusing on just a few capital ships at a time and putting my money into frigates with firepower instead.</

51 Replies 159,268 Views

[quote who="boshimi336" reply="10" id="3015538"]The basic counters to enemy unit types/buildings (LRF, LF, Scout, Flak, Anti-Structure) would be a nice feature.[/quote] That gets a little complicated, I'd be happy enough just if the weapon/armor system was mentioned and it was described where to learn more about it. And while the ship-build cards display a tiny bit of that, it's not enough.

11 Replies 92,766 Views

[quote who="SithLordAJ" reply="35" id="3015321"]Can 'stacks' even be programmed? I know of nothing in the game that stacks (to be fair, I don't know if the next sentence can be programmed either). And I was kinda thinking that the heal is proportional to the amount of shields stolen.[/quote] Incendiary Shells on the Marza Dreadnought stacks. But its limit I think is affected by the duration of the passive ability, not by some coded limit of "limit stacking of 3 IS

47 Replies 130,555 Views

[quote who="Halfamigo" reply="21" id="3015212"]4) I have seen my starbases, alone, take on entire fleets before and win by the skin of their teeth when fully upgraded and at max tech. Taking them out at 100% shields and hull with a dozen Ogrovs is understandable. Taking them out with only 3 Caps is just insulting.[/quote] If you play against opponents with silicon instead of a brain capable of strategic decisions, they're going to suicide their fleets on your starbases. I do

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[quote who="Coridane" reply="36" id="3015210"]Thanks for the replays. I'll take a look. So your fleet would be your primary defense. Wouldn't a starbase be good backup to assist the fleet in delivering heavy fire as the fleet keeps the enemy human occupied? And two inhibitors? I just read up on phase jump inhibitors and I'm seeing that one may not be enough to fully blanket a phase point. Interesting. Do you build them next to the phase point? I assumed you could build

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[quote who="Coridane" reply="34" id="3015196"]Valid point. Assume the AI was human. How would you respond then?[/quote] Build no static defenses, except possibly for a phase jump inhibitor or two. Rely on a fleet instead.

51 Replies 159,268 Views

[quote who="Coridane" reply="32" id="3015172"]I've honestly never used my scouts offensively. Well I once had them fire on a homing mine, but never a combat maneuver against siege frigates. That's interesting.[/quote] In a reasonably spacious map, scouts are the best ship to build at the very beginning of the game, hands-down. Look at those two replays I sent you to see how I used them to colonize planets very quickly. [quote]Question on choke points. If you look at

51 Replies 159,268 Views

I just had an idea about fighting pirates as Advent but I have no idea if it would work. Pirates always try to group phase jump, right? If they nearly always go through a neutral gravity well first before making their way to one of your planets, I'm wondering how effective it would be to build a starbase covering the area where they would have to phase jump out, and then to have 2 or 3 or 4 Guardians right there alternating Repulsion, preventing the pirates from getting positioned to phas

8 Replies 5,300 Views

[quote who="Coridane" reply="29" id="3015067"]You were correct about Galatia being my homeworld and also correct that Caldiera was an enemy homeworld. So your strategy is to quickly determine who and where your neighbors are, and then lock them down to prevent expansion. Makes sense. And if holding them back proves unsuccessful, at the very least, you slow them down.[/quote] Mostly, although you should make completely sure that you are able to hold them back. If the AI puts you on the

51 Replies 159,268 Views

[quote who="dbkita" reply="28" id="3014918"]Not sure what you mean by long or why it takes hours. For multiplayer you would never even build such a fleet composition. But vs the AI it works fine. Remember you are building towards a goal. The fleet I outlined is useful along the way as well. You wipe out enemies along the way and expand. It is the Vasari way If you skimp on capital ships (with the expensive logistics upgrades for caps) and stay at eight and go light on starbases (I

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"Tweaks" do not sound like significant reworkings. Doesn't sound too promising. A tutorial is better than none, but if the Rebellion tutorials are going to be like the ordinary Sins tutorials except for a few tweaks and additions, there's going to be a whole lot of the game which isn't explained anywhere that players will simply have to experiment and pick up on. While that works all right for some elements of the game, it doesn't sound good for the more complicated syst

11 Replies 92,766 Views

It depends what sort of game you're playing. One of the problems IMO is that the skilled multiplayer community is so single-mindedly focused on 5v5 games, which emphasize quite a lot of strategies and factions while significantly inhibiting others (due to players spawning so close to each other). If players played 1v1 or 2v2 more (or, even, Point Blank more), the situation regarding weak Advent would be significantly different.

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[quote who="Coridane" reply="26" id="3014712"]I have plenty of crystal coming in, but my metal is slow. I have all metal and crystal production fully upgraded, but I guess I don't have as many metal extractors as I have crystal. I keep having to buy metal which is annoying.[/quote] If you see you aren't going to be getting much metal income, and you have at least a small amount of space, often it's a good idea close to the beginning of the game as TEC to research the first

51 Replies 159,268 Views

[quote quoting="post"]The pirates still have their upgraded armor and hp, kicking ass of my fully upgraded star base and planet.[/quote] Turrets actually do quite a lot of damage against ships who are stupid enough to wander into range. When a few turrets are placed strategically in combination with a starbase and a couple repair platforms, you'll probably be invulnerable from pirates.

8 Replies 5,300 Views

[quote who="Coridane" reply="24" id="3014643"]Right now, in my new campaign, I have three routes to my capital world. So I set up a starbase (with docking beams) by each connected world with 5 frigates ordered to hold position. I am now adding turrets, hangars, and a repair platform by each.[/quote] Do you only have 4 planets? That doesn't sound too good... unless you're playing in a really cramped map in which case it makes sense. The general goal when defending again

51 Replies 159,268 Views