Let me recap what i was saying about the cap ships and normal ships. Hard for me to test it, but perhaps you will know. Easier if someone can dual against a friend and test out fighting capabilities of cap ships to normal ships. How over powered are cap ships compared to normal ships? Heavy Cruisers? How much time and resources building normal ships (defensive structures not an issue) to equal the capabilities of one capital ship? Contruction time alone to build a fleet to take out
Kreyson
Another point, since we are dealing with more resources and capital ships with three times the health and three times the fire power, hence they are a total force multiplier of X9, so they are much much harder to kill. The oppossing force will suffer higher casualties. If not using cap vs capital ships, this requires a much larger fleet to take out on cap ship. True we may have the resources, but standard ships take a long time to build and takes a LONG time to build up a big fleet ev
Ok, been playing all weekend long testing your Mod.. Here are some suggestions 1. Experience per level for capital ships needs to be doubled. They have three times the fire power, hence level up faster. Need to make it where a L10 ship is damned rare and powerfull. additional idea, what about added stats or bonus for L9 and L10 ships? 2. Since it takes soo much now to take out a capital ship, alot more standard ships needs to be used to take one down. I say reduce
under options Make sure you have the mod activated. If its in green, u are good to go.
Great ideas! Do you have a rough ETA on it? I check your thread daily for when the next update comes out:) Also.. basic question.. where do i see what missions are available by a player?
Idea here… not sure how hard this would be to implement. I am all for space oriented defenses. How about making a mod to allow StarBases? Essentially, it would be a stationary structure but with similar stats say to a capitol ship and it does not go up in XP levels? Since it is stationary, the weapon ranges will have to be doubled or tripled other wise attacking units will just fly around it to the other side. Or make it medium sized, so we can build two of them, for each side of th
I havent tried the latest version, but in 1.51, i could not build structures or set up on mines on xtal metal asteroids from the pirate bases after i defeated them. Is this fixed in the latest version? Will test out the game this weekend. Keep up the great work.
Personally,i think the cap ships may be slightly overpowered.. not much but just a hair. I think it will well balanced, to keep them X2 the cost but have the stats times 2.5 instead of 3. I think we are close to a solid balance on them. I noticed lack of serious defenses on AI planets. Oddly enough, i played a FFA against 4 medium AI's I did not see a cowardly AI once through out the game. I commented earlier about increasing the logistics on planets... ignore that. Logi
Thanks a bunch, your a life saver for this three day weekend of playing Sins. I did not have the view hidden files option enabled. I DL'ed and installed the mod and it works perfectly. Kudos to you!
I can not figure out where to put mods at? I use windows XP Pro... Other posts say i need to put mods into this directory.. C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Mods Problem is that i have no "Username" path.. i have "administrator" and "all Users" and under that i do NOT have a local settings folder. I ran a search on my hard drive. i have NO folders named "Local Settings" or
Interesting Mod! Fixes alot of beefs/concerns i have. Couple questions.. 1. where do i see where the AI mission objectives are at and the reward? I see the mission message pop up, but thats it. 2. What file do i DL this mod to for XP Pro? 3. Does the mod auto start when i play a game or do i need to activate it somewhere in game? 4. If i play online with a friend, does he need to have it also? Again, thanks a bunch on the m
I posted about this the other day... currently as far as i know. THere is no way to disable it. Coded in to prevent us from zooming in past the planetary plane.... Drives me crazy also when zoming in on my fleet that is moving and is engaged in combat..
My opinion, is that defenses needs to be beefed up, almost double the range and strength. THe actual hitpoints is ok, needs more damaging punch for the platforms and fighters. Essentially we have a unit cap, and we can not have the fleet spread thin across the empire, otherwise we cant go on the offense and only do a half assed defense. Just like the situation, the O.P. is in. I agree, on the huge maps, it is almost impossible to win unless in a team. Culture is ok..
Me personaly? Good chance i will not, unless the cowardly AI is fixed, more depth to in system structures and more randomized events like in Galactic Civilization and Master of Orion takes place. Dont get me wrong. Sins is a great game with high aspirations. JUst needs to be taken to level to add defining points.
Why limit the game to Just bombing planet runs, when the game is focused upon fleet to fleet combat?
Gets a little frustrating in combat, deselecting auto follow on a unit. how about zoom to the nearest unit like you suggested, but not camera/follow auto track? Picks the nearest unit to the cursor as the plane not to exceed. We are having to "reset" or disable auto track virtually every time i zoom in on a fleet. Gets crazy when i zoom in on my fleet when some ships are warping out and some are staying. Or for fast moving ships. Suddenly i find myself flying down a phase l
I have the same problem. Zero firewall, zero router. I can host every other game out there, including supreme commander, which is a bear at times.
I know the button, its in the upper left hand corner.. picture of the camera. Guess what i am saying, is when i "Zoom" in, it will "Auto Follow" the nearest ship that i zoomed in on with out me clicking it in any way. LIke to know is there a way to make the camera follow "Only" if i click on it.
Same for me also, have yet to be able to host a game. I have been able to host EVERY other online game in the past until now....
Anyone know? /shamless bump
One thing I noticed that hopefully will be fixed in 1.03 and would like to bring it to everyones attention. As everyone knows, if the AI has a fleet parked adjacent to one of your systems and you jump in with your fleet from your system the AI will launch his own fleet from the system you just entered to attack your planet you just left. Ok, now if you think about it, how does the AI know that the system you just left is now underguarded? It has zero recone of the planet or up
is there any way to change the scroll/zoom so it is just like in supreme commander? Currently if i zoom in on one of my planets, it will auto track and i will auto follow some unit in the center of the screen. Like to turn off this auto focus/track. Thanks.
I would REALLY like to see the threshold for an enemy fleet to Flee to be greatly raised. Or only have the fleet flee/retreat only once to a neighboring system he owns. I have multiple fleets and it gets tiresome chasing the fleet all over the place. Warps in, warps out, warps in, warps out.
ummh... Which one is the pause key on the keyboard?
Any way to pause a multi player game online?