This isn't a serious imbalances thread.
DeadlyShoe
Turn down your effects settings, especially for textures. Go to the user.setting file and bring up your particle count. Doing that fixed this issue for me.
Use gravity warhead already. Asteroids in strategic areas are immensely valuable, bypass or not. Mass raid fleets only happen if a game has bogged down entirely. You have to have immense reserves to throw a fleet away like that.
The stuff in the game directory is packaged...yeah, read the PDF.
You're probably using subverter cruisers, which tack 25% shield penetration to everything.
That's not a sound file, its the blue blob for the psi-beam origin.
You can turn off planet autopinning in the Options->User Interface screen.
Planets with zero population infrastructure suffer an underdevelopment penalty to tax income that makes them a liability for your empire. The number of levels to eliminate the penalty varies based on planet type.
The Carrier repair cloud isn't great, but it heals fighters. Progenitor shield cloud doesn't.
Pirates are the heavy metal fans whose ships leak green goo. They have a crappy attitude, crappier ships, and suicidal bravery - they love to attack built up defenses. Planetary militia are handfuls of TEC ships guarding the uncolonized planets in order to slow down expansion and give you an opportunity to level up your capital a bit. Some of them are Zapp Brannigan types dashing themselves against hopelessly superior firepower, but some of the Desert and Terran militias can be downr
Sadly, no. :| The real question mark for any mod is how many different squadron types you can put on a carrier. I'm not really sure how many the game supports. There's some ways you could take the fighter combat, too. For example you could make stripping fighter coverage more important by turning off antimatter regeneration and adding antimatter restore to repair bays. Although that would horribly nerf the AI...Hrm.
Some food for thought :) TEC has the most focus on hull of all 3 races, and they have the best armor tech. Advent and Vasari are more likely to put resources into shield techs, which don't benefit strikecraft at all. Vasari fighters get no damage upgrades [i]at all[/i] until NME warheads, which only goes up to 20%. The phase shield skips arn't very useful unless you go Subverters, or in support of Evacuators. (Ideally both.) TEC gets antimatter restoration in culture,
If they really are kiting like mad, you might want to look into the Vasari Marauder's Distort Gravity ability. You can also phase out the capital to shut down its aura. Another suggestion would be de-fleeting your pursuit frigates. If you decimate his bomber strength, the carriers *will* take some time to recover. Chase them down. They lose most of their antimatter jumping, so they arn't going to be rebuilding their squadrons anytime soon. Kiting is a lot easier to
I have gotten pretty good results from early Marzas myself. It's well suited to aggressive early gameplay; even level 2 raze planet lets it destroy 1500-hp colonies in short order. Some math: Raze Planet level 2: 320 damage/45s -> 7dps. Bombing: 56.5 damage/10s -> 5.65 dps -> about 2 minutes to kill a colony. And Radiation Bomb is an impressive anti blob ability. In fact I like those abilities so much I almost never take the incendiary passive...<br
It would be a good thing to add. SINS is a reasonably cinematic game. Theoretically not difficult, though of course there may be engine related difficulties. I doubt it though.
[quote] So far the only things I see which can be a bit problematic is the fact that, beam weapons do not power up/power down in Sins [/quote] This is actually possible. Cleansing Brilliance, the super beam gun of SINS, uses a charging effect. Of course, it's an ability, so that method wouldn't really work on capital ships with many beam cannons. Ships like the Deimos or Lucifer would be fine though. :) Although the Colossus supposedly has 60 fighter wings, that was kind o
Painfully fast for your enemies ;)
[quote] MaxNumResearchLevels 2 priority 1.000000 researchBoolModifiers 0 researchFloatModifiers 2 researchModifier modifierType "DerivativeCreditsFromPurchasesPercent" baseValue 0.000000 perLevelValue 0.100000 researchModifier modifierType "DerivativeCreditsFromTradePercent" baseValue 0.000000 perLevelValue 0.075000 [/quote] Never actually used this tech. I usually prefer military solutions. But the modifier name implies that it's cr
I'd have to watch the replay to really be able to comment. But there's one thing I can say off the bat: since you apparently knew that he had a fighter focus, you probably should have built light frigates instead of heavy cruisers; bombers do loads of damage to heavy cruisers, and light frigates do loads of damage against carrier cruisers. Another strategy would be to send in the Sentinels a couple minutes ahead of your main fleet. When you've lost a good portion of them and they've be
[quote] think you kind of skimmed through my post, I was stating/implying how you can kill a few structures and even level 10 caps with enough bombers long before the flaks kill the bombers (even if theres nearly an equal ratio of carriers to flaks) and thus its great for harassment and assassination (just stay at edge of enemy system, kill few caps) or in many cases make the opponent just decide to quit, I wasnt stating how the carriers are actually fighting the rest of the fleet. <br
I prefer close orbit, usually clustered around important infrastructure if it's not an asteroid. Spread out defenses make it harder for raiders to move around, but they are almost useless at stopping determined attacks.
We need moons. And beer! And hookers! In fact, forget the moons.
Noone's actually sure how armor works. :|
I like to use Raze Planet Marzas for econ harass. They rip things up and and require a lot more resources to counter than a few siege frigates.
The cap itself doesnt have to have the anti fighter abilities, theres no way a fleet with 40 bombers is going to be facing only one capital ;)