BigBadB

BigBadB

Joined Member # 2438224
3 Posts 221 Replies 501 Reputation

[quote]thanks for the reply, another question:If there's just planet A and BA as my ownB as my enemie'sDoes building 2 boradcast centers on planet A strengthen and accelerate the culture spread to planet B than just having 1?[/quote] As I understand it, yes. Each broadcast centre generates culture at a certain rate, so two will generate twice as much culture.

5 Replies 3,506 Views

[quote]Tradeports:Does building extra tradeports on 1 planet benefit?Let's say I have planet A and B, Is it OK to build 2 tradeports at A and 1 tradeports at B? Or does the tradeports have to be 1 to 1 meaning that 2 on A and 2 on B?If I have planet A,B,C,D Which of the following options is better? Building 1 tradeport on each of them? (4 in total) Building 2 tradeports on only 2 planets with higher population (tax)? (4 in total on only 2 planets)[/quote] As I understand it, al

5 Replies 3,506 Views

Upgrade the population development of all your planets to maximum. The only way a planet can have a negative cash income is if you haven't upgraded its population development - all other penalties (from low allegiance or fleet cap) are percentage reductions, so you can't go negative from them.

5 Replies 5,366 Views

Don't forget that each faction has a tech that unlocks a bonus to ships fighting in friendly culture. If I remember right, TEC get increased antimatter recharge, Vasari get a damage bonus and Advent get a mitigation bonus. If your culture is strong enough to be dropping the allegiance of an enemy world, I'm pretty sure you'll get those bonuses fighting in that system, which can give you a definite edge.

16 Replies 10,197 Views

[quote]Regarding research: I never go for the increase max pop or increase crystal/metal production techs until I have at least 5 or 6 developed planets. A 5% increase to bugger all is still bugger all. Your research time is better spent on low level war research and your cash is better spent on structures/infrastructure.All this is about the first 15-20 minutes of the game.[/quote] Agreed, but after that first push, I personally think they're among the most important techs to get. The soone

29 Replies 15,174 Views

[quote]My question, in regards to any defense turrets. Do people tend to place them on the outer edge of the building circle, or the inner edge, closest to the planet? I haven't really decided which i prefer. Normally I create an interlocking grid, just on the edge of where the outside phase lanes come into my choke planets.[/quote] Actually, I tend to only use them to defend repair bays and hangars (which I tend to build in clusters, with a couple of turrets to defend them).

32 Replies 13,789 Views

1. To be honest, I tend to play with locked teams, but I'm aware that lots of people don't like the current diplomacy system, and it seems the devs are aware of this, so hopefully things will improve in a patch at some point. That said, my understanding is that the focus on military victory was a deliberate design decision by the devs, so I'm not sure whether you can expect other victory methods to be beefed up very much. Diplomacy may well remain a strategic tool, rather than a viable

4 Replies 10,769 Views

Right now, the main thing I'd like to see in an expansion is whatever it is that's chasing the Vasari. Ideally, I'd like this new faction to use very different mechanics to the existing three races - to be something truly 'alien' - but I appreciate the balance nightmare this could lead to. I'll probably think of more things after I've played the game more. In the meantime, there are a few things that have been mentioned by others that I'd like to comment on... <br

169 Replies 187,032 Views

[quote]Why not stick it on the box then? oh right after you buy the game and open your stuck with it, so free cash.[/quote] If you buy a game without finding out anything more about it than what's on the box, you have only yourself to blame if it turns out to lack a feature you find important.

109 Replies 114,726 Views

[quote]Problems in this game are aweful AI... making singleplayer more annoyance than anything else.[/quote] I don't think the AI is that bad - it needs improvement, but it's not completely incapable of playing the game. Based on Stardock's history and the dedication of the Ironclad guys, I have every faith that the AI will continue to evolve and improve through patches. Right now, if you want a challenge, play against two or more Hard AIs on a locked team on a Medium or larger map.

109 Replies 114,726 Views

Personally, I like the pirates - I think they're a unique and interesting game mechanic that adds a great deal to the game. Oh, and there is espionage, but it comes from ships rather than specialised espionage units (scouts for the most part, although some Caps have espionage-type abilities).

14 Replies 24,154 Views

I believe that's the basic idea. There's a long thread about it currently two posts above this one. Here's a link: [link="https://forums.sinsofasolarempire.com/?forumid=404&aid=178279"]WWW Link[/link] (Search is your friend ;))

1 Replies 9,682 Views

As Ansver said, the AI does a passable job, especially if you group your ships into sensible fleets. In close or critical battles, though, you can do a better job by microing some elements of the fight. There are a lot of tactical options open to you. Oh, and there is 3D movement - check the key bindings for the Z axis key (you may need to set one).

2 Replies 6,396 Views

[quote]But I find it funny that the fellow who posted about my griping seems to have forgotten SINGLE PLAYER STORY MODE AND MULTIPLAYER ARE THE ONLY TWO ASPECTS OF A GAME.[/quote] Wow, that means there are a lot of things I play that aren't games. ;) Personally, I can't remember the last time I bothered with a campaign in an RTS or turn-based strategy game. I appreciate that some people like them, so your mileage may vary.

109 Replies 114,726 Views

1. In 'Watch', are you clicking on the 'choose save type' button at the bottom to see the auto-recorded games? It should save an auto-record whenever you quit a game. 2. Yes, there are buttons in the top-right when watching a replay. 3. The basic ways to make money are to make sure to fully upgrade the population development on all worlds as soon as possible, build a lot of trade centres (one per planet ensures that you'll have the longest route possible, then just build more a

5 Replies 16,363 Views

[quote]Well if some one flys into your gravwell with 200 frigates with moving turrets its going to be a resource drain on any system i think thats why they left them out That is not the case. HW2 had animated turrets, as well as more intensive projectile calculations - and handled hundreds of turrets just fine. In fact, even HW1 handled hundreds of turrets just fine. The CPU issue is quite simply wrong.[/quote] It is the case when the devs deliberately wanted to create a game featur

23 Replies 43,584 Views

Judging by the Gameplay.constants file (which may be only a small part of the picture), the different AI types have different 'weightings' for different types of action. Here's the relevant section: playerAISharedDef table-Aggressive BuildShip 10 BuildModuleTactical 2 BuildModuleCivilian 1 BuildModuleResearch 1 UpgradeResearch 2 UpgradePlanetArtifactLevel 1 UpgradePlanetPopulation 1 UpgradePlanetInfastructure 1 MaxBountyBidCount 5 table-Defensive

8 Replies 15,282 Views

[quote] And, on a side note, what the hell does "Mass Reduction" do? The last Vasari armor tech, "Atomic Lattice Armor" gives an armor increase of 4.5 over the base and a Mass Reduction bonus of 4%. Does this reduce resource cost, build time, etc., or increase speed or some other weird thing.[/quote] From the description, I would assumed that 'mass reduction' does exactly what it says - reduces the mass of the ship, thus increasing its acceleration (and possibly top speed and/or turning rate

25 Replies 14,479 Views

[quote] Note I obtained the average effectiveness number by averaging the DPS and Health percentage results and the costs by averaging the credits, metal, crystal and pop cap costs percentage results so they are may or may not be accurate, the rest of the numbers are pure math though. As for the rest of the stats on the ships they're pretty much identical except for rate of fire and the TEC ship having .5 more armor. [/quote] The Vasari Heavy Cruiser has two abilities

14 Replies 12,753 Views

I'm only guessing, but a fairly standard way of applying negative 'percentage' modifiers is to multiply the stat by 1 over 1 plus the modifier. For example, if you have a -100% modifier, you multiply by 1 / (1 + 1), or 0.5 So, a -100% mod halves it, a -200% thirds it, a -300% quarters it, and so on. As I said, though, I don't know if this is how Sins does it.

3 Replies 4,142 Views