Sakhari

Sakhari

Joined Member # 2417821
3 Posts 354 Replies 334 Reputation

[quote]A lot of the piracy problem (and reasons mentioned here) would simply go away if you could RENT PC games again.[/quote] In theory, this is supposed to be where a passable demo version of the game in question would come into play but, for some reason, demos these days always seem to do a half-assed job of presenting the way a game is actually supposed to play, leaving out key features and often showing their product in a very poor light. As for the rental idea, that's jus

156 Replies 242,738 Views

[quote]It takes time to build this fleet...[/quote] You're right. A lot more time than it takes to get a pile of LRM's on the field.

58 Replies 23,920 Views

Siege being an issue at all in the single player is apparently being addressed by the AI fixes. To the point of having it's own special blurb in the AI section. Handily nerfing them on all counts when the actual problem seems to have already been dealt with just strikes me as odd is all.

137 Replies 163,098 Views

Don't let me sour you on the expansion in general. Opinions will vary, of course, but I still think it's a quality game and there's plenty of skirmishing fun to be had. But yes, the campaign isn't presented anywhere near as well as DC's (which, in gameplay terms, was iffy in its own right). There's very little character interaction (in fact, I don't remember any race-specific banter between the faction leaders. It was all just one leader or another doing their "let's do it, men!" th

38 Replies 43,610 Views

[quote]"A day or two" is probably an underestimation, since I will likely play the campaign multiple times with various different races, so it could last a while yet.[/quote] Well, if that turns out to be the case, then you have a much stronger stomach for repeated skirmishes against easy AI's (on any difficulty) than I do. This time around, there are only three different scenarios - basic skirmish, take and hold skirmish, and the strongholds which aren't nearly as interesting or chatt

38 Replies 43,610 Views

[quote]I quickly used up all of my fleet capabilites, meaning that it left me with nothing for Cap ships, and the ships I got were heavy cruisers and carriers, which is nice, but I had no free fleet cap for siege frigates, colony ships, or scouts![/quote] Step 1: Scuttle ships you don't need. Step 2: Collect free resources for doing so. Step 3: Build whatever you damn well please with the proceeds. Under no circumstance is having a pile of free ships to be considered a

144 Replies 50,403 Views

Since this hasn't gotten a response, I'll give you a general guide to these buildings. Specific values will be absent but you'll get the gist of how they work. Refinery - If you mouse over one of your metal/crystal extractors, you'll see a statistic that reads something to the tune of 'Quota - x/3'. Each extractor can be influenced by up to three refineries and each refinery will service extractors in the zone where it's placed and all adjacent zones. I'm not sure if there

1 Replies 8,844 Views

[quote]It seemed strange to me that I would feel inclined to spend $40 on a Dawn of War game when all I'm going to do is play through the campaign and go right back to SoaSE.[/quote] Not that I disagree with the notion that a story can add draw to the game but this struck me as the most important part of your post. It seems to me that if you're going to spend a day or two on the campaign in Soulstorm (which, to me was abysmal in the story/character department, even compared to Dark Cru

38 Replies 43,610 Views

Against the A.I., you can either measure the time between the last two pirate raid-related messages (which will be the same every time) and place a bid at that point, chain-bid fast enough (usually 1.5-2 seconds between bids) to stop the computer from getting a bid in at all, or just build a wall of turrets with a couple of repair bays on the planet that they're most likely to attack, which shouldn't be too hard to pin down. It's a pain either way but all of those work for me reliably.

9 Replies 4,958 Views

[quote]You can't cue up more than you can afford any how right?There will be some element of waiting anyways until economies kick in more?[/quote] Naturally, but the concern seems to be for long-lasting games. The late-game economy can easily balloon well above the size you'd need to support more than one research option at a time, especially as the options you're researching start taking longer to complete. In shorter games, I don't see any problem with making this change but

17 Replies 24,405 Views

[quote]After all, it's not like adapting to random circumstances is part of strategy or anything, oh wait...I love people who want nothing random in a strategy game. They want everything to go by the numbers so they can make one winning strategy that beats them all, never having to change their strategy to oustide forces (by outside, I mean non-player controlled).[/quote] It'd be all well and good for competitive players if this were an option that could be turned off but in actual comp

74 Replies 98,057 Views

It's not a simple matter of how much crystal you have one way or another or how quickly you can get a second cap ship. The argument is about how much (in a competitive game where people are going to be at each other's throats from the get-go) extra punch you can get out of that extra frigate or by having a planet upgrade, structure, or bit of research completed 33 seconds faster than your opponent. Whether or not you 'could' get a cap ship in 7 minutes is irrelevant. In a competitive

41 Replies 19,860 Views

The distance in number of jumps from your homeworld determines the allegiance cap of your colonies. Eventually, when the maps get large enough, maintaining an average of 80-90% just isn't going to be feasible. When you move your homeworld, the caps of your colonies immediately adjust to compensate but the changes in your actual allegiance will happen over time.

6 Replies 4,268 Views

[quote]F/B issue again is a single player vs multiplayer thing. The AI as it stands uses few Flak/Interceptors so as a player you can go with just bombers, but humans obviously will come with forces to quickly dispatch bombers.[/quote] Fighters are also more effective against several types of frigates including LRM's, Siege, and Scouts which the AI will use frequently. In most cases, I find myself up against more targets desirable to fighters than bombers in an AI game.

4 Replies 2,501 Views

[quote]The problem is that while the planet goes down incredibly fast, even if you have an immensely powerful fleet that is in position and the AI still attacks, you can only kill a small portion of them before the planet dies. Combine that with the fact fleets can just skip around and you can just rush to the capital and destroy it any time. So, yes, it is broken.As people have said there's basically no point to strategy to the game right now, and little point to static defenses aside from beat

40 Replies 36,884 Views

[quote]That's not a lot to 30 siege frigates.. Try it out... While Relic online is down[/quote] I just can't help wondering what the 90 LRM's (or roughly that amount of other frigate types) that you could have for a nearly equivalent cost in resources and LP's is up to while all of these siege frigates are waltzing through your territory, supposedly unchecked. Hopefully, they're either intercepting for a huge resource loss to your opponent or wiping the floor with their likely

40 Replies 36,884 Views

[quote]Q: Does this upcoming patch fix the disappearing weapon effects when playing as Vasari, that some members here have been experiencing?[/quote] I was wondering about this, too. The proposed fix in the tech support area didn't seem to help me much and, for me at least, this more or less neuters the excitement in late-game battles with the Vasari. Also, I don't mind the surrender thing being an option but thinking back to games like Rise of Legends and the like, nothing

187 Replies 156,783 Views

[quote]Anyway, congrats. Gamespot is pretty notorious for its generosity... [/quote] Odd... they're notorious for precisely the opposite reason on most other game forums I've dealt with. Given that they rate, more often than not, in the same ballpark as nearly everyone else in the industry (I read them because they tend to be on the harsher side of things when I'm looking for reviews), I still have trouble seeing where all the hatred stems from. In any case, an excellent score

32 Replies 33,699 Views

[quote]Right now upkeep is perfect: it doesn't represent how many ships you support... it represents how many ships your empire is equipped to support... Just because you have 1 ship doesn't mean your empire isn't paying to keep fueling stations open to equip a 1000 ships (which you told them to be prepared for!) [/quote] If we're going to play the realism card, then why would these facilities be soaking up the same amount of resources whether they were being used or not? Using expenda

8 Replies 7,426 Views

[I]"If this were a straight-up RTS, I would be inclined to agree with you; but in a 4X game, there is such a thing as a "economic or point victory". Sometimes multiple such paths to victory: technological research, an overwhelming economy, or enough diplomatic clout to get you (or your culture) declared Supreme Leader."[/I] Are any of these victory conditions available in Sins? Being relatively new, perhaps I missed the roads to these but as near as I can tell (and by all means, correc

46 Replies 38,529 Views

Most of my thoughts have already been covered (glad someone brought up the superweapon countermeasure idea) so I'll just echo one key sentiment here. If heavily defended superweapons are the biggest issue with making phase-lanes more defensible, then I'd agree with what was said above: take a good hard look at the superweapons instead of leaving the inhibitors as useless as they are. And end-game joytoy should not be responsible for hindering play in every other part of the game. Now

53 Replies 77,324 Views

[quote]Yeah, but how would the game work without Pirates eating up the majority of your resources, either through attrition or bribery? It's clear that Pirates are necessary, taking them out might as well be adding an "I win" button to the UI. [/quote] Why would this give either player an advantage over the other? If both players don't have to deal with pirates, then the playing field is still level and those resources instead go towards trying to take out the other players by your own

218 Replies 213,953 Views