I wonder how many fast destroyers were [I]really [/I]killed with a salvo from a battleship's sixteen inch guns. by the time a battleship got a bead on the destroyer, it would've out manuevered the battleship. Sixteen inch guns are meant to kill other battleships, not fast moving frigates. The same can be said of the cap ship vs frigate battles in Sins.
Axel Kane
I actually think the Pirate's vessels, especially the "Pirate Cutthroat" designs are cool, with alot of little detail, and they seem to be knock-offs to TEC designs. I think that the Kodiak should've been a variation of the Cutthroat model. The ugliest models IMHO are the Kodiak, the Dunov, the Marza, and the Evacuator. The best models are the Kol(now THATS a warship) the Vasari carrier (I forget its name) and the Radiance.
I have a high end PC and I find some of the ship designs really beautiful, but some of the "uninspired" TEC designs are really SUPPOSED to be ugly IMHO. Their ships are industrial makeovers! The only "pretty" TEC ship is the KOL, which was the only ship built from the bottom up to be a ship of war.
Minefields, jump point orbital platforms with heavy weaponry, minesweepers. Super capital ships (super star destroyers or monitors) Heroes. Captains, engineers or weapons experts that can be associated with certain cap ships and who can give that cap ship, possible the whole fleet, a bonus. Pirate bounty for ship-specific missions. Give x amount of credits to kill y battleship, whose rating is 8 and who has Captain Kirk aboard (see heroes above). For that matter, wh
Akkan and Marza. Marza to lead the force to raze an enemy planet, and Akkan to colonize it once its been nuked clean.
This is just what I've been looking for. I love movie soundtracks, and I'd like to replace a few of the native SoaSE music files (which are great also) with some good movie soundtrack cues. Examples of stuff that would go great with [I]Sins[/I] are the soundtracks to [I]Transformers[/I], [I]Crimson Tide[/I], and [I]Wrath of Khan [/I]among others.
The more I learn about the game, the more I am amazed at its depth--and the more I realized how poorly I've been playing. For example, I never realized that the little Arcova Scout Frigates could be used as a spec ops force to plant fairly powerful time bombs on an enemy structure, and then quickly leave--even if the enemy has a phase jump inhibitor. Of course you have to perform the appropriate research to allow the Arcovas this feature. According to one of
Is there any benefit to building more than one planetary shield? I just want to delay enemy planetary bombardment until my defense garrison can arrive.
I seem to need at least three fleets to stay alive (let alone win) at this game: (1) a home defense garrison, (2) an expeditionary force to take new worlds, and (3) an IMF (Impossible Mission Force). The IMF is dedicated to completing missions from my Allies. I don't bother with missions from any other entity other than the empire with whom I have already made an alliance, or with whom I am attempting to make an alliance. As much as I originally thought that the diplomacy system sucked, I
I'm pretty sure it was the gameplay mechanic in MOO2 that allowed for time to continue to roll by until some critical event occurred or you manually paused the game. Hence the "psuedo turn based or pseudo real time nomenclature). I think something like that would work, but only on single player of course. That's how I'd make the Sins of a Galciv (SoaG?).
Galciv2 is not multiplayer capable (Sins is) --and although you can pause to go to the bathroom, etc, you cant actually pause to give orders or build things or direct research (like in MOO2).
I really love both Galciv2 and am starting to love Sins, although I've only played a few games. I think it'd be cool if Stardock could combine components of both games in the future: (1) design and construct your own ships (2) engage in real time battles, but "pausable" in single player (pseudo turn-based) (3) multiplayer capable Other features--ideas?
The AI kicks my a$$ even on normal. I do not think its "pathetically easy", but I've only played three games. I don't think anybody could do better in creating a game like this...
I think "Phase Jump research" can be an entirely separate branch of the research tree, with not only gradations of phase jump inhibition available at higher levels, but also other types of things available, including the ability to open an entirely new phase lanes to more and more distant systems with the highest levels of research. This was something implemented in Space Empires 4, but can be a bit unbalancing, however. I think there are a lot of strategic possibilities with this, b
Minelayer, with minefields able to be placed within a grav well. Each empire could have mine types specific to that empire. With regard to the controversy about Phase Jump Inhibitors and their apparent "nerf": Give the Phase Jump Inhibitor a toggle feature at the begining of the game. With the toggle "off", it simply continues to exist as it is now, simply slowing down enemy ships, and not costing too much in terms of research, etc. With the toggle "on" however, the followin
Phase inhibitors, can be allowed to block all traffic rather than just slow it, and this could be something toggled by the player at the beginning of the game. But there could be adverse effects to all traffic being stopped--the owning empire would have a decrement to his economy because of inability for trade ships to pass, for example. In addition, I think a PJI should take up a massive number of tactical slots, so that very little other than one or two Gauss cannons could be fielded by the
Funny thing about Starfire, is that it was also a tabletop game (David Weber was a contributor apparently) upon which Space Empires 4 was loosely based. This game much better recreates the flaver of that Starfire series though.
I wasn't really into the Honor series so much, either. No, the books are Crusade, Insurrection, In Death Ground, The Shiva Option, and there may be another as well.
I am a fan of David Weber and love his series written with Steve White (more than his Honor Harrington books). The battles and the way the phase jumping works with fleets really reminds me of the mechanic of fleet battles in their series. I've played Galciv2 SE4 and MOO2 and out of each of these IMHO this is the closest to those books. Thoughts?
I realize that the tutorials are...sparse. I also have read through the PDF manual supplied by the game, but is there any resource that lists the various capital ships and their respective special abilities, and what those abilities actually do? The manual does list the abilites, but I can only guess at their effects.
Found it--thanks.
I downloaded the updates and ran them, the latest being 1.02 (as of Feb 8), but I can't tell if the update took, because I see no place where version number is listed. Galciv2 had a little notation at the bottom of the menu screen, but Sins doesn't.
Is there a way to pull down names from a text file or other pre-made list so that each time a ship is produced, you don't have to individually type the ship's new name out? This was a feature I'd have liked to have had in Galciv2.