I was playing an online game today and something very odd happened. At some point, I saved the game. Later, the game froze. I could still scroll the mouse around and click on things so it wasn't lag, but all the units just stopped moving. Even when they were in Phase Space! I could not issue orders or chat to my ally. We exited and decided to reload the game. Our units were moving and attacking, but we could not issue new orders or use abilites.When we loaded the game, it went
JuleTron
I'm pretty sure that the game does properly register the first wepon upgrade for the Trancencia. The blue lasers are small though and hard to notice, thats probobly why you didn't see them. I don't play Advent so I'm not really certain. Only the lasers on defense vessels and fighters attack strikecraft.
The Star Destroyers and Super Star Destroyers from Star Wars are pretty cool. They have this elegant and simple deadliness to their design. The Bird of Prey from Star Trek looks cool to. In Sins, I think that the Radiance, Illuminator, Disciple, Kol, Desolator and Kortul have nice designs. I really like Advent and Vasari fighers as well. They look much better then the old versions.
[quote]And that's why ruiner is meh.[/quote] Thats why ruiner should activate mines faster so that mines can be used offensively. This way they can leave behind "presents" for a pursuing enemy fleet. The whole point of having a mine-laying cruiser is to lay mines offensively. Right now, Ruiners don't fulfill this role.
[quote]When I scout a planet and see that there are 250+ mines all on the leading edge of a planet I just shake my head.[/quote] Mine limit at any planet is 150. Its about 400 at Stars I think. [quote]I sent 20 arcovas and 30 flaks into one such planet and even with them all working, the planet was able to place mines back down just as fast as I was clearing them. Obviously my "fleet" was wiped clean well before a usable path was made.[/quote] 20 scouts
[quote]How about merging in the role of structure killing with the Ruiner? The ruiner is a ship that houses the most potential explosives of any frigate. The Vasari pride themselves on the enslavement of other races, so a slave crew with a few masters can manage the ship. See where I'm going with this? Take the Ruiner, attach a thick front armor drill, prime the mines INSIDE the ship, go full speed hardcore into a structure. Sure, you lose a few slaves, but you get rid of a lot of enemies![/q
[quote]JuleTron, would you like to challenge someone? Or should I stick you on the end of the current list?[/quote] I would like to challenge anyone else that is also a noob at MP. I would not mind to verse you and/or Proletari. Stick me on the current list anyway. I will be on MP on the 16th of April. Since we all live in different time zones this may be hard to organize.
I have played very few games and lost more times then I have won, rofl. I belong on this list.
I heard that this game was cancelled. Don't quote me on this though.
I really like how you spice things up for SC. Having additional SC types might be a bad idea though, imho. Having too many SC types will mean that players will need to make even more carriers to get sufficient numbers of each SC type. Experience should not be divided. If a single 40 XP worth unit is detroyed, ALL cap ships and all SC should get 40 XP. I think that only squad leaders shoould be relatively hard to replace though. Having all squad mem
[quote]The hanger does nothing to help against strikecraft like the other two do, and so I didnt really think it was that great. [/quote] I've heard that this upgrade is really powerful. It makes friendly structures very durable. Advent hangars do nothing against enemy SC because they get an extra squad and also because Transcencias get extra squads as well. [quote]n the Vasari carrier, the lasers come out of the SC HANGERS!![/quote] Actually, th
[quote]My guess would be that since they're single ocurrence, SB only weapons they dont merit an upgrade all their own? It doesnt really make sense given that before entrenchment the TEC Kol battleship had beam weapons but the TEC had no beam weapon upgrade. Maybe it will be fixed later, though since theyre kinda "special" weapons I doubt it.[/quote] Thats exactly what I've been thinking. Upgrades for these weapons should be added as it is inconsistant with the rest of the game.
[quote]Of course times do change, it will be interesting to see how each side evolves as the war goes on. The TEC rapidly changed over to a war economy. The Vasari will become more and more desperate because they know they have to move on. And the Advent can't help but change after living in isolation for so long.[/quote] Entrenchment indicates a change in all the races' philosiphies towards war: they are focusing on defense. I think that the next expansion will
Well done once again! You don't run out of good ideas often do you?
[quote]Well, you made a mistake of throwing the starbase alone (it looks like it from your description).[/quote] Actually I brought 10 Enforcers and several carriers. The TEC SB crapped out so many flak frigates, carriers etc. though that I was overwhelmed. Overseers died to SC. [quote]I too feel that the disintegrator arrays seem to be more effective against units than structures, rather than the other way around.[/quote] Exactly. Every TEC player makes
In the [quote]If you have a dozen overseers ready, it may survive. Then, when it's built, it is a dozen times weaker then the defending orky. It is the attacker who is defending against overwhelming odds in this scenario, not the defender.[/quote] Thats why this whole thing is so screwed up. Nano-Disassembler actually makes the situation worse, not better. This is because it allows the defending Vasari player to eat the offensive Vasari SBs for breakfast, h
[quote]I don't know if phase-out-of-hull can be used against SBs as I've never tried it.[/quote] Phase Out Hull does not work on SBs.
[quote]So it really ain't OP.[/quote] I think that the Vasari SB is actually UP in its intended role. Sure, the Orkulas is EXTREMELY STRONG, but it is incredibly unreliable for taking out enemy SBs. Even if you manage to build it AND upgrade it with weapons and health, that does not always swing the battle in your favour as I found out today online . . . In an online match, an Arganev plus a some miserable
I'm interested. I lost a couple of games on ICO today, I would like to get more experience by playing with other newbs. I havn't played Sins online in months and I now love playing against other humans. I got pwned hard, but it was fun! My forum name is the same as my ICO name. I would like to play against you at some stage.
[quote]Escalation would in no way jump the shark either.[/quote] Escalation easily could though. I don't want to devote my life to this game just so that I can win online etc. If changes like these are implemeted and they don't overcomplicate the game, then thats great! [quote]As far as map generation goes the only big change would be replace to all of those coloured dots with other coloured dots. Instead of planets connected by phase lanes we have stars. Each s
Good changes to Rail Gun, Ruthlessness, Phase Missile Swarm and CB. No change is needed for ion bolt imo. Volatile Nanites should have an explosive radius of 1750 rather then 1000. [quote]Provoke Hysteria AM and cooldown decrease by 10-15%.[/quote] That is not the solution imho. Provoke Hysteria simply sucks. It should do 100 planet bombing DPS for 10 secs, with a 100 sec. cooldown, or something like this. Currently it is useless against anything
Actually, both these suggestions are pretty good. It is only logical that it should boost frigate build rates from a SB etc.
[quote]First, it's free. Second, I rather like Stardock and Impulse. I have Galciv 1 & 2 and Sins of a Solar Empire, and I can honestly say that Stardock has yet to have let me down.[/quote] I agree. Don't forget that IC made Sins though. I have heard that KillZone 2 was very good. I'm not a fan of FPS myself though. I've heard lots of people complain about Steam, though I have heard that it's very good. [quote]People go to m
Thats a good idea. If you could make fighters prioritise other fighters, then you would not need to worry about every squad chasing a single bomber (this should get fixed anyway) HCs could prioritise LRMs or carriers or something. This should also work for abilities. Abilities eg. Nano-disassembler, Ion Bolt and Detonate Antimatter should be able to prioritise cap ships OR frigates etc. This woud not work for abilties like Repair Cloud though, so I'm not s
You have some very good ideas, but some may make the game insanely complicated which will put off many new players. Others will simply cause too much lag. [quote]What reasonable limits are these, kindergarden astronomy?[/quote] Reasonable limits are: something that people with a fairly low-end machine can actually run and something that is convenient for the players. [quote]The purpose of this expansion is to increase tactical depth. How t