I felt the same way in 2007 about this and requested it: https://forums.sinsofasolarempire.com/158003 But other than the response in the above thread it didn't move any further. Maybe we can put the bid in for this for the next sins.
DarkSide73
LOL[quote who="Pyrusmg" reply="13" id="3153299"] Quoting MadCowKing, reply 8Then why do they call their motherships "motherships" instead of "asexual progenitor ships?" How do you know "mother" isn't Vasari for asexual progenitor?[/quote] Some comments are so part clever, part crazy, part idiotic, that I can't help but laugh. That was in one word AWESOME
[quote who="SithLordAJ" reply="7" id="3143017"]people and their selective 'realisim' demands... bah! the game doesnt have gravity (including ship orbits, planet orbits, and star orbits), the scales are waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay off, there's green stars, there are sound effects, there's colored nebulae in the background, apparently wind in space (referring to the smoke stacks on refineries blowing over a bit), building something involves spittin
I personally am for the ability to define la limit or not. Can we please get an option on the pregame set up for Super weapon infinite and mav No option to turn off is needed on this. If that is possible - can we also get the increase in Ship Capacity - the Titans take up a lot of cap and reduce overall fleet size.
I have not had a chance to play this change yet, but for me 4 Novas has always been my max, assigned to 0, 9, 8, 7 buttons. I could fight 2 war fronts and pound on 2 planets preferable in the rear of the enemy. It should be more than enough to get the job done. Yes on large maps it makes things harder but anything is better than the AI launching long range attacks all day
[quote who="dazpook" reply="11" id="3137381"]I have noticed that the superweapon sound on the advent titans is earlsplitingly loud. could you turn it down a notch. ta[/quote] Very True, it's wonderful and juicy sounding, but it's also a bit jarring.
Ive been following this mod for a long while. If you ever release it it could very well be sharing time with Distant Stars for on my machine. Very impressive stuff thusfar.
seems a bit low, but I will have to reserve judgement for now. 2 novalith hits will wipe out most planets anyway, plus it will reduce the spamming the AI was doing.
No way.... I will have to check on Rebellion tonight than. They even added a repair function for the Advent Rebels and I am pretty sure it works on Stations. If it doesn't work anymore than they need to PUT IT BACK. The whole point of a defensive choke point is that the enemy should know it will either need to use a large fleet to sweep it, or expect to take major loses, I am saddened :(
For TEC Loyalist 2 fully loaded bases sitting in a mine filed with Guass Cannons fully upgraded and hangers is actually good enough to hold a pretty large fleet with a Titan at bay, usually long enough for you to send your titan in and will certainly cause a lot of damage. For the Advent - a base with Disorientation, meteor strike and laser cannons aligned in a triangle(to expand weapons damage) with a hanger near them to increase shields is also very effective def
someone mentioned a small group of scouts and flaks - that works, but you can also speed things along by using navpoints. Click a location near the mines using the mouse and the shift key and then move to the next location, etc etc. Then let them do the thing they do. They will more in the preset pattern detroying mines as they go. I also use the same tactic to set mines when I use the Advent and Vasari.
The Advent Starbase using the Mass Disorientation a bility can easily cripple even a titan and leave it vulnerable for a kill .
I agree, the Current Novalith can hit any planet you've ever scouted, but it should be able to only hit a planet that has been recently scouted that has an active sensor in it's well. this would make defending planets away from the front line easier since a scout would have to get by all your defenses to plant an orb there.
[quote who="NewHorizons" reply="24" id="3125981"] Quoting DarkSide73, reply 23... so the problem was introduced with the Advent. Nope, it was happening in the v0.6x TEC only versions, still happens in v0.76. FWIW: in my current game (huge, multiple star map) it seems that mainly Solanus Adjudicators fall victim to this problem. Edit: I'm not sure if it was related, but earlier on in this game a small group (IIRC 4 of each) of disciple & defence ve
Wow I understand this sooo much - I have a bunch of other games, but Sins has had my hooked from the 1st beta till now. I will literally ignore phone calls if I think they will take me away from the game. lmao
I think there is an easier way to keep the Titans under control. Why not just make it financially difficult to sacrifice your titan. Add 5% of cost to recreate a titan times the level. so if you you lose a level 1 its 10,000. 500, 300 level 5 15000, 750, 450 etc. Level 10 20000, 1000, 600 But make it in such a way that Tech pay slightly more in Gold percentage - since they have the bett
Novas can only hit planets that they enemy has scouted, so that partially helps with planets deeper in your well. Maybe they should change it to make it only hit planets that have still have an active beacon. That way at least you would only suffer the loses on your front and not so much deeper into your empire. I personally like them, once someone starts firing I know that is the race I need to eliminate. Also as the Advent at least you can use Radio
This seems to always happen when a fleet is jumping out into a phase lane. I think is might be part of the Z -axis problem in the previous versions where the ships in question head the wrong way up or down the axis (this has been a problem since Sins Vanilla). It may be compounded now because of the Zoom limitation maybe - they are so far along the axis you cannot zoom on them. I do not recall seeing this until we began testing Beta 2. A
Yeah this one can go either way. but All of the titans have some type of AA ability thus far. the Advent Rebel Titan even has repulse. The AA's on the Titans don't stop strikecraft and bombers completely but it helps. I've been saying the same thing since Entrechment, who would build such a large structure without AA guns? Like others I always just put a couple of hangers next to my starbase and for the most part that helps - but if a
Good point, the only real difference should be tactics because at the end of the day the fracture between the factions has only recenly occured. There should be some different tech (the titans) but the majority of the fleet should be the same. I have not had time to try the Advent Rebels yet, but for me the TEC factions have a very different play style. One is clearly defensive and the other is clearly offensive.
maybe they surrendered because i hit the HW - but with 7 more planets - its seems too early to quit. Cap victory is not on - or at least I dont recall putting it on and I can move mine.
I think the overall cap level is too low now. There should be more supply points available
In my opinion the tech differences for the TEC are big. The loyalist with the multi star bases is game changing - they can dig their heels in really well and I love it. I also love the rebel TEC so far they seem to have a like a gorilla war thing going where they can swarm over a planet pummel it and move on to the next.
I have a save with the same issue, it's a BIG BUG for sure. It seems similar to the Z-plane errors in the original beta - but more sinister, because you can't even zoom on these ships to find them
Shouldn't the home planet move to another planet, or is this expected behavior?