uly

uly

Joined Member # 129130
7 Posts 9 Replies 4,770 Reputation

Actually I was wrong, the problem is triggered by both negative supply and command. So bugs all around.

4 Replies 2,844 Views

Why is the black market in Sins called the black market? There is nothing illicit about it. Why not just "market"?

0 Replies 5,680 Views

I won't say that siege ships are necessarily too tough or too powerful, but they are certainly too fast for my taste. In more or less all stratgy games and reality current and past, siege weapons are generally slow lumbering things that require significant combined arms cover to be effective. The idea that a siege weapon can dash in and out of the battlefield, bypassing most of the planet's defense and leaving destruction in its wake is ludicrous.

55 Replies 66,441 Views

[quote]For the most part, reports on the unit, tactical and strategic AI from around the net have been that its actually quite good and better than most RTS games.[/quote] Hmm, I really don't know what to say to that. I can say that they can make be pretty fierce opponent at times, but I can't shake the feeling that the AI usually play like really "bad" human players. "Bad" not as in incompetent, but as in a bloody wanker. I don't know how the Sins AI is programmed; whether they e

15 Replies 28,559 Views

[quote]3) Phase inhibitors are tech 4. TECH FOUR! Let me say this again... TECH 4.[/quote] Well, doesn't matter that much whether they're tech 2 or 4, the fact is that they are pretty bloody useless once they're built anyway. They've got to be buffed substantially to have any meaningful contribution.

16 Replies 27,822 Views

So I was reading through the 200 threads complaining about the annoyance of ships running away, and I decided that the 200 threads weren't enough and that I needed to add my own. So why are retreats in Sins so annoying? I thought about other RTS when I considered this question. In most RTS, when someone decides to escape from a battle, this usually means that the slower units are abandoned, while the medium and fast units stand a decent chance of getting away intact. O

15 Replies 8,074 Views
Reply to Refinery ratio in Strategy

Thanks for the info. It was simpler than I expected. I was bracing myself for some hardcore number crunching. On a side note, I was trying to earn the Mining Magnate (name?) achievement when I realized that the Advent's refineries don't send out ships. They seem to just magically generate extra resource. The downside of this is that on the statistic screen, you always get 0 income from refinery ships. Took me 4 hours to figure this out. Can anyone confirm this?

7 Replies 5,409 Views

Yep, this would certainly tip the balance against Vasari. What's more this doesn't jive with the game's back story either. According to the manual, phase lanes are tunnels through the "Phase Space", which I assume is some kind of sub-space/alternate-dimension-type thing, as such inertia shouldn't be a factor here. Likewise, ships need to come to a complete stop before they enter phase lanes, again breaking down the slingshot idea. Was an interesting idea, though, I'll grant you that.

5 Replies 4,856 Views

Somewhere (was it the manual?) I've read that each astroid can only support a limited number of refineries. Does anyone know the ideal ratio of astroids and refineries?

7 Replies 5,409 Views

Not sure if this was the case before, but in 1.02, there are a few dysfunctional key binds. I tried binding Ctrl-A to attack and Ctrl-D to move, and then A to toggle auto-attack and D to toggle group move, but it seems that A and D are hardcoded to attack and move, and replacing their binds has no effect. Please fix this... who in this day and age actually orders attacks or moves instead of just using the contextual right-click anyway?

0 Replies 1,622 Views

[quote]It happens with capital ship too i think.[/quote] Yes it does, still the problem is only triggered by negative supply and not negative command.

4 Replies 2,844 Views

I've found a bug that I think is introduced in 1.02; although it might have been there before. It's basically a case of the queue logic and the ship construction logic don't agree. The queue logic takes into account the ongoing or queued supply research, and it allows you to queue up ships that suppass your current supply limit, up to the future projected supply limit based on your research. The supply is deducted immediately thus allowing you to have negative supply.<b

4 Replies 2,844 Views

Thanks for the answers. After reading a few more posts on diplomacy, I've decided that it's realy not worth bothering; as of 1.02 anyway. Hell if I'm going to micro manage all my turrets just to get a stupid AI ally.

4 Replies 14,612 Views

I'm not sure if this is a strategy or technical issue, so I'm posting it here. I'm in a 4 players FFA game on a medium galaxy, 5 stars, against the AI. I'm playing Vesari, while the AIs are each of the 3 races. I've turtled up in my own system, leaving the AIs to fight over the central system. I want to get an ally to tip the balance, so I've started to do whatever mission they give me. It seems that all of their personality to economizer, since the great majority

4 Replies 14,612 Views

I'd like to change the zoom-iconization level of ships. I find myself playing mostly at a far zoom level most of the time, only zooming in when some battles become too crowded to see. But in this situation, it's also when the many ships on screen can seriously bog down the performance. So is there a way to tweak Sins so that the models don't show up until a very very close-up zoom? Frankly Sins' graphic isn't very attractive to me at all, and I'd be perfectly happy to play the game w

0 Replies 1,606 Views