it has nothing to do with the other races. it's not a balance issue so much as it is a design issue. it's not overly difficult for someone to be completely invincible. it doesnt even have to be your last colony. imagine pinning down the entire enemy fleet while perma-armisticing a Phase Jump Inhibitor, then blowing up all their planets in the meantime. When looking at things like this, theres always two questions to ask: "This seems alright by itself. But what if theres like
DeadlyShoe
i was basing that on my impressions, but i check the data files, its only got a 3 minute recharge (and it starts recharging immediately) and it lasts for 1 minute. two high level akkans is totally rediculous. 3 offering perma armistice is beyond silly. you could theoretically never lose a game just by cycling 3 akkans with armistice at your last planet to prevent bombing. bad idea for MP we all know there's asswipes out there that would do that.
i completely disagree, if you have enough money to burn through the tech tree early, you had more than enough money to have won the game before then. in the longest game i have played the entire galaxy ran out of extractor resources and i didnt even reach tier 7 on either tree. granted i was underusing trade ports because i scuttled them if i saw the instant trade bug going. In fact I think the biggest problem of the AI is that it puts too much resources into infrastru
well, armistice could use a much longer recharge.
The localisations are in the /string directory. You can see the english file there, and a prototype localization file that has all 'todo' in it.
Oh, and the vocal alerts system needs some revamp. I get so many messages about inconsequential events that I dont know it when an enemy super-fleet has just reinforced the colony my fleet is attacking. Because of all the scounts and jump-throughs and ally fleets the first I know my colony is being heavily attacked is when I get the 'Our colony has been destroyed!' message.
I don't think the AI could possibly have built up that many ships with just those colonies. They must largely be remnants that you didnt kill while blowing up planets. Perhaps the AI had the top level expenditure-steal research. Try turning auto attack off. Jump in your whole fleet, wax them when they come to you. fin
I would like a vocal warning ("We lost a Frigate Sir!" or something like that) when you loose a ship, maybe not fighters and bombers. I get "A Capital ship has been destroyed!" and "Our allies have lost a flagship!" messages. I'm guessing the problem is related to the sound choppiness some people get. -Cheers on the tiny tradeship icons, that helps a lot. -I would like it if ships reverted to their previous order after using a special abilit
With the latest versoin, I suffered a sudden CTD that did not generate a dump and was not even caught by SmartException. Thoughts? Incidentally, I noted some whiting out of textures before a recent reset-crash, which brought me back around to a hardware problem. I underclocked my video card and havent reset since. I don't know why SINS would cause that though, since no other games do. Maybe it's a texture memory thing.
the akkan is built around broadsides... old marza looks like a stick. when they get the siege guns to fire from the right location itll be cool
If it really bothers you, you can fiddle with the ship stats or adjust the damage types in gameplay.constants so that everything does more damage.
I would just like to see an EZ-Retreat button. It's really a pain in the butt zooming in and out constantly to select systems if i'm trying to do staggered retreats.
Heh. I played my last game with high rate of fire on weapons and 8 bombers/10 fighters per squad and generally higher command points. Fighters/bombers had slightly fewer HP... Assaulting the last enemy stronghold was ridiculous. It had 27(!) hangar defenses. With an even split of squadrons thats 216 bombers and 270 fighters. Holy shit. Entire fleets of ships went down in ruin and defeat without killing anything larger than a frigate. I mean... with the rebuild times I had,
I've gotten the sound stuttering now, but only during truely massive fights. (dozen+ capital ships, literally hundreds of fighters, etc.) Got a crash at the conclusion of a fight... no minidump. Here's the SmartException: Exception Log 2
thrawn: the release version is .003, the patch is .004. should say which you have in stardock.
Just a thought - but see what fiddling with the Hardware Acceleration tab in Sounds and Audio Devices -> Audio -> Advanced does.
upgrade your gauss cannon as much as possible to put the kibosh on the pirates quickly.
Well, you can adjust the galaxy stats in the gameinfo/galaxysetup.galaxysetup file by editing it with wordpad. That includes the minimums for custom galaxy. Just make sure to back it up first. And if you mess it up and the game crashes, dont send that crash in.
Cheers Blair. Und now... more! -Autocannon shot spray sometimes doesnt seem to reach the target. (Kol?) This might just indicate a miss, but it looks weird. -Fighter autocannons are ridiculously difficult to see. (1024x768, high qual.) -Phase jumping a Sova Carrier to another system will trigger the use of Embargo and Missile Battery for whatever reason. -If you had the option to enable icons for individual fighters rather than squads, that would be nice. Fi
I think those constants are for the 'realistic' star system setup which is disabled. Not sure though.
For starters, you can blow up construction frigates, stopping them from building defenses during an attack.
AI settings for the fighters would work great. Preference for docked, preference for undocked.
My favorite so far is the Sova Carrier. It's loads of fun to interrupt trade routes and steal money with Embargo while you're busy blowing up their crap. Missile Batteries give it great firepower. And Heavy Fighters is a great-looking ability for being passive. But it's hard to tell if it actually works. You get 3 fighter squads at level 4. I'm not sure how much more. My only real complaint about it is that its high power ability (instant fighter rebuild) doesn't seem very
When a capital ship is waiting for formation jump, fighters seem to have more trouble auto-docking. You can see this happening here . The fighters fly into the ship without docking, then fly out again. Statistics-keeping: I noted that for some reason one of my enemies managed to reach negative Squads. I don't know how.
incidentally, here 's a savegame where the tradeships are going bonkers with the credits.