Coridane

Coridane

Joined Member # 4500157
10 Posts 31 Replies 655 Reputation

Yeah, we'll see what happens. I'll enjoy the game either way, but if they like even one of my suggestions and implement it in Rebellion or another future release, I'll be ecstatic. Not only would it add value to the game for some, but it would feel good to know that I helped make that happen. I knew there were a lot of various mods (Star Wars, Star Trek, Battlestar Galactica, FreeSpace, etc.), but I didn't know about Halo. That's cool. I'm not a huge Halo fan,

41 Replies 122,019 Views

Thanks again. On the fighter suggestion, I'll give that a shot. I didn't know there was an option for them to hold or fly in formation with the fleet. On the question about bonuses offered by wells, I must have misread what he wrote. I guess he was talking about a faster rate available in friendly wells because of the repair structures versus a neutral well where repair structures are not available. I knew the Finest Hours upgrade restored antimatter, but I did

51 Replies 159,036 Views

[e digicons]:P[/e] Yeah, I had to edit my reply, changing it from: "Good news, MayallCommunion" to something more general once I realized you were the one who posted that. Not only does this suggest a campaign one day, but a Sins 2 if I'm reading it correctly. That made my day.

49 Replies 95,787 Views

Thanks, Ryat and Wrath. Great advice! [quote]Make sure to have a few Hoshikos around your SB at all times as well.[/quote] I think someone mentioned this in the starbase post and I meant to reply to it, but I'll reply to it now: I was unaware that Hoshiko's could repair structures. I assumed they were only ship to ship. So they can also repair structures (turrets, extractors, labs, ports, etc.)? [quote]I, for one, always avoid building starbases in neutral g

51 Replies 159,036 Views

I never said thanks for explaining the shadow. I can't tell you how annoyed I was. Thanks. @ Wrath: I appreciate the links. I'll have to wait until next pay day. I might even get it for my birthday next month.

8 Replies 21,785 Views

This continues my post about the silent destruction of a starbase . I wanted to reply to that topic with this, but the starbase topic directly relates to ideas on better starbase management, so I don't want to derail that. However, any further questions I have about this campaign (if any) will be posted here. To review, after they destroyed my starbase a second time, I followed them to one of their planets, and they jump

51 Replies 159,036 Views

Now for my embarrassing thread which consists of an embarrassing question and story. Question: On this forum, the black shadow image next to the words Sins of a . What in the world is that?! I've been wondering since I first came to the site and it's driving me nuts. Story: Because of my deep devotion to Sins of a Solar Empire - let me reiterate... because of my almost unhealthy obsession with Sins of a Solar Empire, I want Rebellion to be the be

8 Replies 21,785 Views

Good news for those wanting a campaign. According to the Q/A thread , a campaign is planned for the future (not Rebellion, but for a future series). :) [quote] From: Brandon Rogers Question: Will there ever be a campaign? Answer: Yes, just not in the Sins 1 series. [e digicons];)[/e] We are looking to add some more interesting scenarios in Rebellion, however.[/quote]

49 Replies 95,787 Views

My friend recently told me about an experiment involving 20 scouts with the timed explosive research. He apparently rushed a starbase and the explosives took it out. I find this hard to believe so I may have to conduct my own experiment. It's clever, but something about that confuses me. It can take several capital ships to bring down a starbase yet 20 little scouts with explosives have an equally devastating effect?

39 Replies 29,181 Views

[quote]Haha, I skim when I read so when I saw him start the sentence of started "ripping through their defences" I assumed he rolled their fleet as well lol.[/quote] Yeah, I said I ripped through their planetary defenses, but I forget that sometimes planetary defenses can include a defending fleet. In this instance, the defenses included turrets, hangars, and a starbase. [quote]Once you buy the command crew and fleet supply, I never really factor those into the cost of a cap b

39 Replies 29,181 Views

[quote]When he retaliated, their fleet ran. Although this is a good sign they felt outnumbered, he never proved superiority one way or another.[/quote] Very true. It remains to be seen if my fleet holds up against theirs. When they fled from the second planet though, that did suggest doubt in the AI, but they may still prove very effective against my refined fleet. Several weeks ago, I learned an important lesson. Whenever I think I have an awesome fleet, I don't. The AI has an ev

39 Replies 29,181 Views

[quote]I think this was an uncolonizable gas giant so stationary wasn't an option.[/quote] That's right. It was a gas giant so I was very limited. It's a great tip though for other situations where stationary defenses are available. [quote]Maybe it's just me, if 10 carriers and 2 Dunovs made the difference in being able to destroy the enemy fleet in retaliation, I think the SB probably would have been able to roll the attacking fleet if you had merely kept your

39 Replies 29,181 Views

[quote]https://www.sinsofasolarempire.wikia.com/wiki/Main_Page Great site to brush up on the basics of units etc[/quote] I did read a breakdown of every TEC ship, but I haven't read up on Advent or Vasari yet. I need to. To coin the popular phrase: know your enemy. Long ago, I briefly glanced at the other races and noticed that only two of the races have torpedo cruisers (TEC and Advent) while the Vasari do not. I understand that their mobile starbase serves that functi

39 Replies 29,181 Views

I saw one or two earlier, but my fighters took them out. They were a precursor to the large enemy fleet that arrived later, knocked my fleet back, and took out the second starbase. I don't recall seeing any in the ranks of the enemy fleet, but they might have been.

39 Replies 29,181 Views

They actually are set to Easy, I believe. I'm trying to become a better player. If I'm playing a LAN or online game with friends then we kick it up to Normal or Hard, but when I'm solo, I set them to Easy. Eventually I'll progress to Normal and Hard. [quote]Did they have any starbase busters?[/quote] I'm not familiar with those, so I couldn't tell you.

39 Replies 29,181 Views

Last night, I got to watch the starbase I rebuilt get destroyed by a very powerful Advent fleet. I had a fleet guarding the starbase consisting of 10 carriers (10 fighter/10 bomber), 20 heavy cruisers, and 3 capital ships. Their fleet was more powerful apparently and hit mine so hard that I pulled them back to a neighboring world. When they arrived, they were greeted by 10 more carriers I recently constructed. I merged them with the fleet. I also had two Dunovs on the production line. I like

39 Replies 29,181 Views

I'm okay either way. Like I said, I tend to be the type who wants to just get in and start building my empire (no campaign), but I enjoy playing campaigns as well. There is something to be said about a campaign - particularly for fans who have a lot of heart in lore. I personally believe that the quality of Sins is such that they could make a great campaign one day. I wouldn't worry about them making a flop. These guys are too good. However, I'm in no rush - right now, I t

49 Replies 95,787 Views

I see a lot of great looking mods. One that made me smile: Volumetric Explosions & Damage Effects ver. 1.2. "In addition to glorious explosions and burning ships, you also get crewmembers doing the ol' 'spacewalk without a suit' when ships go down or get a serious blow." Depending on how taxing it is on my system, that may be a mod I end up leaving turned on all the time.

6 Replies 4,438 Views

I have only been playing for a few months and I'm still working on becoming a better player in the un-modded game. However, I am interested in trying out these mods one day, so I wanted to ask: 1. Do they have an installer? 2. Are they difficult to set up? 3. Can they be easily turned on and off? 4. Can I have multiple mods available to turn on and off at a time? I don't mean simultaneously, but if I like more than one, can I install both, and turn them

6 Replies 4,438 Views

@ GoaFan77 [quote]most people I've shown the game too have been pretty impressed.[/quote] One of my buddies will hopefully stop by after work one of these days so I can show him. Seeing is believing sometimes, but sadly, he's already voiced his plan to purchase a Mac (since his current PC is shot), so he won't be able to play Sins unless there is a Mac version I don't know about. I still want to show him though because I think he'll appreciate the detail an

3 Replies 113,726 Views