Some of the articles need to be updated to Twilight v2.03 standards. Other than that, it is a good resource.
chris0101
Do you feel sometimes that the size mods kind of take away from the game? I've felt that the differences between huge and large sized hulls for example aren't that big. Would anyone be interested in a mod to remove the size mods on the game? it would be a very simple 1 file mod.
Can we custom tiltes somehow without wiping out existing music?
Fortify border worlds with appropriate defenses. Are these spore ships armed? If not, a single fighter with a decent weapon can hold the ground. What I do is put a cheap fighter in orbit around each planet near the border. Nearby, I keep a few battleships in patrol. If I see them, I immediately divert a battleship to intercept.
You don't get much of a boost in DA. I see much greater impacts in Twilight. Suddenly, you've discovered a technology out of the blue sometimes.
[quote]2) Races do not expand properly - many staying gimped throughout the game - either by not expanding, or by expanding and then doing nothing with the planets or building enough ships to defend/attack[/quote] On the whole, I'd say buy it still. The AI is reasonable if you set the difficulty on high and most of the bugs are fixed. Avoid the high definition mod for now (as it is buggy with v2.03). You're missing a lot without Twilight.
[quote who="pizzapicante27" reply="33" id="2361369"]News people I just uninstalled the High definition Mod (apparently is no longer compatible with version 2.03, but worked incredibly fine in -1.96 versions) and athe game stopped crashing (for now) when i saved, Im not saying its a solution as i havent played that long and will probably have to restart a new game since planets now look like black holes in the current one, any way ill keep you posted if this solved my problem with the Out of m
We need real capital ships. - Eliminate the size mod for the ships. - Give a disadvantage to caps and damage multipliers. - A tiny hull ought to be, to use Sins of a Solar Empire, a fighter. Maybe a medium would be a frigate, a large would be a Kodiak HC, and a huge ... bigger than a Kol. - REAL starbases (and much more upgradeable). Perhaps even a "starbase editor" based on the ship editor. - Tactical combat. I would even go as far as to say, eac
Agreed. But the Vasari are too weak right now. This would largely negate the "synery" advantage the Advent have and the little Illuminator + Repulse advantage. The Vasari would have their own OP stuff. Now all we need is a good TEC OP ... Maybe something like super economy will do.
I'd actually support giving the Enforcer 25 DPS AND even an extra armor point (on par with the Kodiak). Alternatively, 22 DPS, but phase missiles instead of wave. The Vasari need something that they are geniunely powerful at. I would also support actually undoing the nerf for the call the Returning Armada. It would give us a hell of a lot more reason to play Vasari - that's for sure.
[quote who="CaptainAanderson" reply="95" id="2370649"] Cap ships in the mid to late game are basically glorified suport cruisers, how much damage they do is irrelevant and their abilities are the only use they have. By level 5 they can have one ability maxed, and one at level 2 and as most cpas have one very useful ability (SR, Nanos, Raze Planet) and another fairly useful ability (Malice, Grav Bomb, Radiation Bomb) Anything after level 5 is fairly superfluos, other than
There's a reason why I avoid multiplayer these days ... I have heard of solutions before in other games. Set up maps of new players only. Kick out anybody from a well known clan or that is experienced. Poetic justice in a sense. The problem is that when the players get better and better, eventually, they tend to get on par with the well known clans. Both sides hate each other and a hate war ensues. Of course, for official tournaments, they have to play against each othe
Quote: Pretty good? You're talking about one of the strongest capital ships in the game. Yes, the Progenitor's colonize is better, but that's also one of the strongest capital ships in the game (imo Progen is the strongest). This capital ship already does absolutely insane damage in the form of nanos. If it wasn't fragile with low damage, it'd be a nearly unstoppable killing machine. It's constantly spitting out death sentences to enemy
Right now, I'm actually in favor of making it free again. The Vasari just don't have the cost:performance ratio to stand up to say, the Advent or TEC. It is only a late game solution - as it can only be accessed later on.
Let us consider the situation so far for Vasari capitals (which generally stink): - Kortul: Less durable than Kol. Weapons are arguably worse than Kol. Volatile Nanites does not compare to Cleansing Brilliance on the Radiance or Finest Hour on the Kol (although that could be debated). - Carriers on the whole are pretty weak right now and need to be beefed up to be honest. - Egg is pretty good, although the colonize ability i
[quote who="InfiniteVoid" reply="52" id="2369666"]Nine increases of 20% (that is, 120%*120%*120%*...) would amount to a level 10 capital ship having 5.2 times the hull, shield, and armor of a level 1 in your proposal. You're looking at hull and/or shield figures that have five digits. Realistically, capital ships are mostly valued for their abilities, rather than direct combat.[/quote] The numbers do not compound, so we're actually looking at about 3 times th
Never mind - found a different link. http://www.filefront.com/14214927/Sins--Entrenchment-Gameinfo-for-1.17--v-1.03/
The link says connection: close
[quote who="Beric01" reply="86" id="2365977"]So as Vasari, is it better to get only Eggs? [/quote] To be honest, I'm not sure what is the best Vasari combo. I've heard before of people deploying 1 Kortul supported by 4 Vulkoras Desolators, and then there is Maruader+Kortul+Space Egg (a guerilla force, Marauder to phase space, Egg uses nanites, plus gravity warhead to slow enemies down, and Kortul power surge to more or less shoot everything up), but I'm
Generally speaking if you want to kill capital ships, the most cost effective way to do it is to build a heavy cruiser/long range frigate combo as specified, and a flak frigate (maybe more vs carriers). Credit for credit, supply for supply, the capital ship simply isn't competitive. I suppose that in terms of metal and crystal, they are more competitve somewhat. One solution may simply be to just lower the credit and supply cost (to say, 30 supply and perhaps 1,800 credits per ship) a
Lets see what happens before casting judgement on Diplomacy. The only criticism I have towards Stardock at this point is that in the past, there have been companies who have released content like Entrenchment for all players for free before. I mean, it is $10 - but that $10 of our cash. I suppose that I shouldn't complain - I only recently bought the game on the weekly Impulse buy with Entrenchment for about $20US. As for what is epic? That is ent
[quote who="Darvin3" reply="37" id="2364588"] Another issue you overlook is command cost. Frigates, particularly long range frigates, are very efficient in terms of the performance they give for command slots. If staying at a reasonable upkeep level is high priority for you, this is another reason to hold off on the capital ships. I personally like to buy my capital ships early on. This means there's still militia close to home to kill and level up my c
[quote who="Volt_Cruelerz" reply="39" id="2365898"]The Radiance will only get off one shot of CB before its AM is wiped though...[/quote] +1 You can only get 2 rounds of Cleansing Brilliance off, then you've got little antimatter. Meanwhile, the effectiveness will be vastly reduced, especially if the Kortul has upgraded the armor. The detonate antimatter would probably be a better choice, assuming that the Kortul doesn't get to fire off its abilities first, in w
You know what, come to think of it, the Vasari in general need a boost to their ships in terms of price:performance.
We need a complete overhaul of the existing Vasari capitals altogether. - Kortul ... too weak, not as durable as the Kol, needs better abilities. Power surge should be more potent, disruptive strike is a bit ineffective too. Needs a better anti-strike craft ability altogether. Final ability weak vs Finest Hour or Cleansing Brilliance. - Egg ... some abilities also stink, although disassembler is decent. Needs to be more durable and potent. - Marauder ...