EchoMirage

EchoMirage

Joined Member # 2499274
4 Posts 11 Replies 297 Reputation

Cykur, Thanks for the advice. If I come across that situation again, I'll have my Strikecraft engage the subverters. I normally group my fleets according to their function. First group consists of my capital ships, heavy cruisers and attack frigates. Second group are my support vessels that heal, disable, and such. Light carriers make up the last and third group. My first group, the heavy hitters, are sent to attack the targets. The support group is given a comman

19 Replies 23,063 Views

Reply dwood15: Actually, dwood15, we did just that. Since we couldn't win against AI's fleets, we split and attacked his rear planets. Too bad the AI's fleet would arrive before we could destroy everything on the planet. My friend had 4 TEC space cannons which he used efficiently against the AI's planets. But the AI would always rebuild just as fast as we could destroy them. Plus, his fleet would always arrive before we could fully wipe our a planet (population, structures, and all). S

19 Replies 23,063 Views

Thanks for all of your replies. If it is a ship's ability to heal itself or a friendly, then wouldn't these ships run out of "juice". I question this since many of these fleet combats lasted at least 10 minutes long. Heck there was one instance where I had two shield structures overlapping my fleet and I still lost. How could over 100 mixed ships and 120 mixed strikecraft all firing at the same target not kill it? You would think the other healing abilities would run out aft

19 Replies 23,063 Views

My friend and I are stumped as to how the Hard AI did what they did. It was pretty... UNFAIR! One AI's ships healed themselves constantly -- receiving no loss while our fleets were decimated. Setting: Large, Single-Star w/ 40 planets Players: 2 humans, 1unfair, 1 hard, 2 normal, 2 easy My Friend: TEC Myself: Advent Hard AI: Vasari In the beginning, my friend and I concentrated on the Unfair AI and took him out. Other AIs w

19 Replies 23,063 Views

Thanks again for your help. But do any of you know how to spawn structure entities, like extractors, factories, research labs, etc.? I can spawn countless ships, give money, research, etc.

10 Replies 5,134 Views

Excerpt from v1.1's change log: -Maximum number of buildable capital ship types per race increased from 5 to 9. Oh yes. The pain will begin soon. And there will be blood. Thank you Sins for fixing this.

12 Replies 10,024 Views

I have searched around the Modding forum and could not find answers. So I ask my fellow modders. How do you spawn units and structures on a custom map? I ask this because I want to create a "Proving Grounds" map. This map will allow me to test custom units and structures without having to research and purchase. I want to load a custom map with the unit and/or structure spawned and begin testing. If someone has already created one, great! May I have the custom map as well? <

10 Replies 5,134 Views

I hope this post will give more insight to whoever is fixing the multiplayer minidumps. And, when it is fixed, kudos to those who did it. My friend and I love Sins. We've played a few rounds with Normal AI. But once we decided to go against Hard AI, we get minidumps. We decied to experiment. Multiple times we switched between Normal and Hard AI. Any games with Hard AIs, we get minidumps. But games with Normal and/or Easy AIs works like a charm.&nb

7 Replies 4,506 Views

Ya, I hope the next update is more robust for us to mod as we please. I'd like to create some new capital ships, planet killers, fighters, and such. Also, I am waiting for update v1.1 which fixes the desychronization problem during multiplay.

12 Replies 10,024 Views

First off, tip off my hat to Ironclad and Stardock for delivering a wonderful game. Has anyone found a way to create a new frigate ship but with the same characteristics as a captial ship (e.g., anti-matter, culture protect rate, abilities, leveling, etc.)? I am trying to create new capital ship in addition to the existing ones. Sadly, we all know the futility of this effort since the maximum number of buildable capital ships is 5. (Reference: Create New Ships? -<span s

12 Replies 10,024 Views