Correct me if I'm wrong, but I think the infocards on the buttons where you build the unit show what that unit is good against. See also: https://forums.sinsofasolarempire.com/305565 https://forums.sinsofasolarempire.com/302320
stormspireiv
What if repulse just removed a percentage of ship's current velocity, and if the enemy ship's velocity is zero, it would essentially have no effect.
Another autocast bug: The Sikrantra autocasts Scramble Bombers when strikecraft launch is disabled. Related AI bug: The AI does not recognize this limitation either and does not retreat defenseless carriers. For example, if the AI has a few undefended carriers in a "strikecraft launch disabled" grav well, you can send in one scout to kill them all.
You will see me on shortly. I've been meaning to get into Multiplayer and have been working on getting some time to play.
I always loved that mini-replay at the end of a nice long game of Alpha Centauri, but I don't think the same would work well in Sins. In AC, there was lots of territory, many small victories and constantly changing empires. In Sins, there is much less "territory" in that there are only a few worlds to conquer. I would imagine the replay would just show the "hotspot" worlds change owners a few times until the line breaks and everything gets taken over.
[quote who="DirtySanchezz" reply="29" id="2415377"] I'd like to see an ability added to repair bays and individual repair ships (like Hoshikos) where you can set it to target a specific ship or structure and then leave it on autocast. For example--the repair bay near the starbase could be set to only repair the starbase. Or 3 Hoshikos could be instructed to only repair the Marza. [/quote] This, for sure. Possibly we
Also, big Area of Effect abilities like the Advent's Progenetor Mothership Shield Regeneration and the Vasari's Skirantra Carrier Repair Cloud will regen shields or repair hulls of allied units in the affected area.
You can always set the rally point from the planet and all factories in that planet's grav well will go to that point.
Were they, perhaps, queued commands to attack Vasari structures? When a unit or structure phases out, it is dropped from the queue (and Vasari structures have the ability to phase out)
I had the same experience as you when trying to load the file: it takes forever to load, then nothing happens in game. What is odd is the players gain credits over time but not crystal or metal... The game sounds awesome, I wish I could watch it [e digicons]:drool:[/e]
Small thing: I did notice that "Scramble Bombers" is being autocast when the ship cannot launch strike craft (not too much of a problem for human players, but I'm sure the AI wastes antimatter on it).
Try downloading the forge tools from this link: https://stardock.cachefly.net/ForgeTools3.rar And open the file with either 7zip or winrar.
Uh oh...someone is complaining about the AI [e digicons]*_*[/e]
Well considering Entrenchment is listed in the system requirements for Diplomacy, it is a safe assumption.
Don't the TEC have some ability to earn a certain percentage of all resources that are traded in the black market? Something could be buggy with that...try to duplicate the bug and post your results.
Also, one thing I've noticed about pirates is they only go after human players if no one places a bounty. If you are a new player and not placing any bounty, it could be quite frustrating having to deal with a pirate attack every single time. If the pirates are too much of a problem right now, try turning pirates off when you start a new game. If you don't want to be hassled at all and just want to get a feel for the game, you can even turn off AI players and play solo for a while
It is called Insurgence or something similar. Every few minutes or so it causes a couple ships to spawn in an enemy grav well, the amount of ships is pretty pathetic.
[quote who="Proletari" reply="126" id="2385906"]what are changes of LRF and FLAK frig balance?[/quote] It is all up there: LRFs will do less damage to LFs, Heavy Frigates are now a better counter to LRF, Flak does less damage to Fighters (but not bombers...I think) so fighters can take out LRFs better, and the Cruiser Carrier's build rate penalty was reduced slightly. Basically, instead of nerfing LRFs, the counters were buffed.
[quote who="Benjist" reply="5" id="2379881"]Which is the directory path i add this so i can watch it? Unfortunatly I would play online but have a crappy computer that keeps blue screening me/restarting itself at random which i don't think would be very fun especially if someone was like an hour into it and i just "dissapeared". Would be interesting to see what type of strategys/gameplay people use online, maby learn a thing or 2. [/quote] For XP, the directo
Maybe the "missions" you are referring to are the little tasks the AI can send you on when the teams aren't locked. Look in the diplomacy menu for those. You can complete those (they generally tell you to either give some sort of resource or kill ships/military structures/civillian structures of a certain opponent) to increase your happiness percentage toward that AI player. When your percentage gets around 50%, they will generally accept a cease fire, and when it gets near
Giving them inherent Anti Strikecraft abilities would kill probably the only weakness of starbases. They are hard enough to kill with a full on fleet without taking massive losses. For starbases that are a bit out of the way of your main fleet's support range, you should probably look into sacrificing its special abilities for fighters (bombers are nice, but they don't take down other strike craft). You shouldn't be able to build a "super-structure" without any weaknesses. T
Play the tutorials if you haven't already. After that, then follow this advice: First, make sure the AI is on "easy". From what I recall, easy doesn't send stuff out very early. On planets you do colonize, get a repair bay and a few turrets and stick close to those while defending with your fleet (try building all your structures in a tight cluster for easy defense). It will boost your survival by a large margin. Remember to upgrade your newly colonized
While those features would be nice, I don't think SINS has a big enough online community to make those features worthwhile. Also, as of right now a fully patched game does not *require* impulse to be installed (you can use Impulse to get patches/entrenchment and then copy the files over and register the copy). This is important because impulse does not work in WINE for Linux while SINS works perfectly. If the additional impulse features were optional, it might be worth doing to grow the
More capturable neutral structures is a great idea, but most of them should probably replace a normal extractor in a grav well. Also, any new neutral structure should probably give more mid-late game benefit rather than the (sometimes crazy) early benefits that extractors give. Maybe there should even be neutral capturable artifacts floating around making certain grav wells extreme hot-spots for fleet battles. If this proves to be too unbalancing in the early game, it could
I have noticed this as well. One time I had a fleet sit there beside a neutral (just destroyed by bombing) planet. There were still structures to take out so I queued em up and sorta forgot about it. I came back later and the fleet was still sitting there. Every time I'd click for them to attack something, they would move toward it for a few seconds then go back to where they were. I actually had to move the fleet closer (they would follow move orders but not att