A 2v1 comp stomp? Lol? [quote]I've been trying to understand all the stuff involved in Diplomacy[/quote] It's more annoying than it's worth, at least for me. I just turn on Locked Teams and ignore the ridiculously dumb "missions" and I'm fine. If I'm playing against the AI, that is. Online against other humans (which I highly recommend) we almost never have to bother with the effects of diplomacy.
Wrath89
Something kind of related I've been thinking about recently is how much of Rebellion (the creative content) the Sins modding community could accomplish on their own, if they had access to the more basic software infrastructure like the devs...
No need to be an ass, RiddleKing.
Its uses are as a damage-soak brick and as an anti-strikecraft ship... that's about it... "flagship" is just a name, nothing more.
Build a starbase on all your planets you care about and get the Auxilary Government upgrade, and think about sending in a raiding force of Ogrovs/Hoshiko/flak (hold position) to harass the enemy shooting Novalith warheads at you. As for your main battle fleet, if you're still having problems rolling the Easy AI in a reasonable amount of time, just spam bombers along with a bit of flak... the AI has no idea how to deal with large numbers of enemy bomber squadrons.
Yeah, that's not a bug. The Vasari turrets have a researchable upgrade which disables passive regen for a long time (300 seconds). [quote who="Yarlen" reply="2" id="3054663"]Sounds like a bug.[/quote] Lol.
Trying to get RiddleKing to explain his frequent nonsensical posts would just clog up the forum even more with nonsense [e digicons]:|[/e]
Here's an idea... I'm not 100% sure how the Armistice autocast works, but it might only activate when the Akkan itself is damaged. If you turn all autoattack off on all ships and strikecraft, and then priority target one enemy Akkan, it will quickly Armistice - but that will expire after 60 (ingame) seconds and you might be able to then manually order everything to shoot at it and it may die. Repeat for all enemy Akkans and then you're down to a standard fleet-to-fleet battle... i
Geez... are you trying to torture yourself with horrendous games or something? :( Gain the income advantage through trade spam, build 100 bomber squads and a huge fleet to complement it, target the enemy Akkans until their armistice is on cooldown so they die, then wipe the remaining enemy fleets with your larger fleet. Shouldn't take more than 2 hours to destroy the enemy fleet. How anyone could consider not being able to play beyond a virtual stalemate fun is be
[quote who="Theory5" reply="3" id="3053960"]I have never really found static defenses to be good at fighting off anyone.[/quote] A turret (which costs about as much as 2 light frigates) does a whole lot more damage (especially against capital ships and against light frigates) and is much more durable. Against the AI, they are most certainly useful. [quote]four starbases with all hanger cap maxed out can do some pretty good damage if I direct them.[/quote] If you like r
If they were to ever make the AI significantly moddable I'm sure we would see some astounding improvements from the community without any more work from the devs.
[quote]Yesterday I was playing an older save, where there were five solar systems but only one really large one (The map was one of those huge maps), and I had eventually overrun every CPU in the system (I usually start out by allying myself with them then stab them in the back), but then one of the unfair CPU's came in from another star system, and pirates eventually ground my two huge fleets to dust. Now i only have 2 planets and an asteroid.[/quote] A moderate starbase or a few
[quote who="Qu4r" reply="18" id="3053743"]The fact is, 100% of 5v5 games that last longer then 1 hour has a minidump. Some 1 some many , but all you need to do is play with us for an hour or so. We just gave up sending our crash reports.[/quote] Heh, that's not a bad idea. If the devs play some Sins in their free time, they'll get the information from minidumps firsthand on their own machines.
[quote]But, given that's it's been 8 hours, I think the glaring question here is how on Earth(or um, the galaxy) should I try to speed up these games?[/quote] Play single-star maps instead. They'll drastically decrease the time required for games. [quote]I'm more accustomed to something like 2v2 or 3v3 medium maps with locked teams, so I was sorta new to all of the missions and alliances.[/quote] I for one can't stand the AI's diplomacy system a
I can help anyone who's interested, just PM me. [quote who="Vessameer" reply="5" id="3053300"]I'd play! I've been playing Sins for a long time, but only single player for whatever reason. I'm excited to play online now but I can never seem to join a game or get people to join one I make.[/quote] If you want to host, host a game with Faster speeds, Quick Start, pirates off, locked teams, no Diplomatic victory, normal fleet sizes, on a single-star Random map.
Not everyone gets the Mesh issue, but for those that get it, they either have to be smart enough to find the solution online (delete / reverify), or they'll be permanently stuck in boring single-player.
[quote who="Yarlen" reply="12" id="3052965"]Gang, if you're going to send us your files please also include a DirectX diag report for the affected machine(s) and save games that reproduce the issue. If you can't reproduce it from your save, odds are we won't be able to find the cause.[/quote] A problem is that many of the minidumps seem to be quite random, like when you select a scout ship, or if you give some credits to an ally, or if you tell some frigate to move in some
[quote who="Frostflare" reply="6" id="3052763"]I'm not sure I see the difference. In order to move like a fighter, fighters would HAVE to be able to decelerate, come around, and approach faster.[/quote] The problem is that the current MoveLikeFighter? AI is bad at finding its targets by the time the weapons cooldown (12 seconds I think) has expired. Simply buffing fighters' stats could help solve this, partially, but isn't the (initial) best solution in light of the flawed
The only real "boss" of a sort would be to fight Auqia and survive without feed. And achieving that would certainly be more fun and rewarding than taking advantage of the stupid AI, regardless of whatever souped-up super ship it has.
[quote who="SgtHydra" reply="44" id="3052615"]Fair enough, but why on the wiki does it describes the Phase Miniturization tech bonus as: "WeaponIgnoresShieldsAdjustment" +5.0% for "Phasemissile" weapons And the NME Warheads bonus as: "WeaponDamageAdjustment" +10.0% for "Phasemissile" weapons I kinda trusted the wiki on this, but you know how reliable "anyone can edit" sites are... So is that all still valid or was it changed in later vers
If you're playing a game against opponents worth playing against (read: humans), building an Orkulus on a key choke point very early in the game (away from enemy frigate factories) can give you the decisive territory advantage. Although relatively common, using an Orkulus offensively by building it on an enemy's planet doesn't often work well in the early-game if the enemy is decent; they'll just build more ships and destroy it before it does much damage. Even if you have 2 Sk
They're only accepting minidumps from the most recent version though - don't bother sending in any from 1.32 or 1.33. (not that I would think it should make much difference, since there weren't any significant technical changes as far as I'm aware) It might also speed things up if you also send in your dxdiag report to them as well (run dxdiag, go to Save All Information).
[quote who="SgtHydra" reply="22" id="3051688"]A magnetic cloud has pretty much the same affect on my plans as a plasma storm. Neither one would ever turn the tide of any battle[/quote] On the contrary. A magnetic cloud can easily turn the battle away from a player who likes using ships with abilities - especially Vasari late-game with Overseers and Subverters, or TEC with Hoshikos. And the effects of a plasma storm are also very significant in all parts of the game - completel
[quote quoting="post"]Here's another popular scenario: your fighters sweep across the gravity and perform one pass against the incoming wave of bombers... at which point they overshoot and have to turn all the way around and accelerate back to attack speed, crossing half the gravity well whilst the bombers are busy pecking away at your poor ships. The solution? Allow fighters to slow down quicker, turn quicker, and come shooting back at the bombers quicker! <br
[quote who="SgtHydra" reply="40" id="3051695"]Plus, their missile tech doesn't get any damage upgrade until way late in the game.[/quote] Not exactly. Shield negation does effectively translate into greater damage done: at max shield mitigation, each upgrade gives a 5% chance for a PM to do about 3x its normal damage. Against capital ships, this translates into +15% effective damage for each upgrade (of which there are 6 total). Against frigates, this is significantly lower, proba