British Columbia, Canada. Am I the only one besides IC thats in BC?
Warnstaff
I would have fortified the planets closest to the pirate base with missile platforms and repair bays, then proceed to NOT attack the pirate base. A well fortified system without a support fleet will fend off any sized pirate raid. Basically, I take the pirates out of the equation without attacking them. From then on, it's simply a matter of fighting the other guy. [edit] A afterthought: If you stick a lvl 1 cap ship in the fortified planet, you will level it up with the pir
I've found that pirate raiders who survive and go back to base will add to the pirate defenses (I've seen 50+ kodiaks and more then double the other ships). If a large number of raids resulted in surviving pirates, I could see loosing 50+ heavy cruisers easily. However, if that is not the case, a smallish force of mixed units will easily take any pirate base with limited losses (unless you get stupid with them).
If you're vasari, get some subverters with distortion fields in there; that'll disable all frigate/cruiser jump drives. Otherwise, use a lesser force or corner them in a single system (by which I mean place them in a system without any adjacent systems belonging to them).
Good god! You guys love you're big post! Anyway, I've been playing since, well..... very very early beta 1 (back when the arcova was the only line frigate before the Kodiak [I]frigate[/I]. In my experience, all the races look the same to those who have not played much and only played one race with token games for the others (if that). I play them all pretty equally. Here my take on the diversity: TEC: -Better economic output. -Better industrial powers. -Low
Triple phase inhibitor's jump delay time and have i effect the entire grav well in addition to Kade's above post.
If you can find some way to have a auto-pause and all possible controls disabled between pauses, you could theoretically make an improvised turn based system.
I find the AI is a late bloomer. After a couple hours it gets really good. only reason I win so easily against it then is because I'm very good at keeping them fighting each other eve when I'm on their last colonies.
Can I sue for wasting my time on this post?
Most powerful I've ever had? As in a task force or with every ship alive? Most powerful at any one time was when I get the cap ship only achievement using Advent with: 2 Progenitors Support 5 Halcyon Carriers 4 Radiance Battleships 4 Raptures Battlecruisers 1 Reverence Battlcruiser Al levels 6-9 with max hostility upgrades.
I have the same problem, but it's ONLY Vasari weapons, not any other (my particle setting is 99999). All that 'fix' seems to do is delay it for a long while, but it still happens. Is it possible that Vasari weapon effects that are already done/fulfilled/finished/whatever are not dumping properly? A way to get it back though is to save, exit, then restart the game and load you're save.
I rather like how Earth 2150 did it's unit designs. Quick, easy, and designed in a pinch (with the pace this game keeps, theres usually some time to do this). HOWEVER, I think this should be in a sequel or expansion. Adding it to this game would change too much too quickly.
Only for WHEN 1.02 is released. As of this post, it is not, so don't go nuts. If you do not have 1.02, you'll just be overwriting default files with default files. These files are literally a copy of my 1.01 files, and assumes they will be compatible with 1.02. What this does: This mod of sorts changes all siege frigates and Pirate raids back to what they were is 1.01, for those of us who liked it that way. These files are a copy of my 1.01 siege frigates and gameplay.constants
[quote] Looks like I'll be modding the patch though.... returning pirates and siege frigates back to normal. Like the other changes though. If you're the Warnstaff that I think you are...GET BACK TO CoH!! [/quote] I am, and I do play o
I've put in roughly 15 hours since retail release (about 200 in betas) and I don't think the pirate and siege nerfs are needed. Siege frigates tend to get ripped to shreds pretty quickly by an equivalent in ship cap (minus anti-fighters/scouts) OR 5+ Gauss/beam/missile platforms. A simple planet infrastructure upgrade ensures that a disproportional siege frigate force would be needed to take down any colony with said defenses; I've seen this happen in my second most recent game. As for
I've been playing Sins since..... well... I was in the first batch o download beta 1 (back when the Arcova was the main frigate - before cobalts were added), and I absolutely love pirates. Granted, I took a couple months off shortly after beta 4, so I'm rusty getting back in. Anyway, I use pirates to my advantage every time; I get my games quicker and cheaper without copy protection crap.... oh wait, LOL! -->Real: In regards to the ones that actually attack you; I use
The ship speed one includes the doubled fire rates. It's an experiment of my own.
I think you want the Gameplay Feedback topic WWW Link
WWW Link Alright try that one. It's made to overwrite the current mod release, so just follow the instructions in the already posted readme. Changelog: -Perchirien Light Carrier speed 600 -Kodiak Cruiser spped 700 -Turn speed 5 -Colbolt Frigate speed 950 -Turn speed 10 -Javelin Frigate speed 900 -Arcova Scout speed 1200 -Siege Frigate speed 650 -Ceilo Command Crui
Thanks for the positive response so far I was actually planning on redoing the mod with every update to ensure that the old data from this mod won't overwrite any updated data. I might change my mind on that if the amount of ships increases dramatically, though if anyone does follow my work with the CoH AI mod, you'll see that I'm likely to keep my current update 'policy'. I actually con
WWW Link Hi everyone. I just put this mod together and wanted to share it. Heres the readme: ***README file*** Speed Up mod Instalation: -Extract into 'Sins of a Solar Empire\GameInfo' directory, overwriting files as needed. -Backups for these files are included in a seperate zip file that will apear in the GameInfo directory, so don't worry, but it's sitll a good idea to back
Make it tech 1 and reduce it's cost and build time, and I think it'll be good then Reducing the cost will make it viable for early game build without murdering your economy. Also, we should be able to turn them off, so if we want the enemy fleet to not be there, and they don't want to be there, we can get rid of them without a bloodbath.
All of those except the missiles were fixed in the latest patch The human cruisers no longer have drunk drivers
I actually play SOTS all the time. With the 1.2.2 patch, the AI is mean and the lag is pretty much gone for fleets <800 ships (if you have a decent (read: Good but not top of the line) system, though hundreds of ships will cause lag on almost any system regardless of spec (unless the ships are little tiny 1 pixel icons). Granted, diplomacy and tactical combat is a bit shallow (OK, diplo is a disaster), and a 350 star map with humans is confusing at times, it is still a great war-based game. It j
Only most colonizable rocks glow on my X800XL all-in-wonder card.