Ifandbut

Ifandbut

Joined Member # 2541383
3 Posts 33 Replies 296 Reputation

This was something I was trying to understand the last time I played. So, you can not have a fleet defend your home system while that system pumps out ships without haveing the new ships join the fleet. I like to have a main fleet defending my home systems while my main production system pumps out frigs for defence. If my primary fleet passes through a system as it is finishing a frig, that frig would auto join the passing through fleet?

10 Replies 58,493 Views

I guess I dont see the point of making a group of ships that move together but dont work together. Making control groups just seem pointless to me. I checked the key bindings and I could not find a way for Ctrl-number to make/select fleets instead of making control groups.

8 Replies 5,842 Views

So I assume then that selecting a group of ships and pressing Ctrl-1 is different then using the tactical menu and making a fleet? I hope there is a way to change Ctrl-1 to make fleet instead of assign control group. I thought Ctrl-number was a RTS standard to make fleets/groups of units that work together.

8 Replies 5,842 Views

Back when I was playing Beta 2 and some of the Beta 3 you used to see the fleet numbers 0-9 in the empire sidebar so you could easy expand them and see how your fleets are doing. However, it appears that this was removed in release, or the option that I think will enable it in the config menu does not work. I think the option says something like "Pin Fleets". Also, when I try to manually select the fleet and click the pin button in the top left of the screen it appears to do nothing bu

0 Replies 2,161 Views

I was also disappointed that there is no campaign (I thought I saw somewhere before I pre-ordered the game that there was supposed to be a campaign). Regardless I got addicted in Beta 2 and I'm amazed how good the game is at release.

48 Replies 39,889 Views

Did you build a trade port in the other system? [/stupid question] Yes, I'v build trade ports at all of my planets. Within a system I see trade ships and refinery ships moving constantly between planets and asteroids, but I have never seen a trade ship cross the link between the two systems that I own. Also, because the trade ships dont move between systems then there is no point in havening a trade treaty with a

28 Replies 9,909 Views

V) have some sort of gravity slingshot option where your ships fly around the edge of the gravity well while accelerating. (even if you cut the acceleration out, I would still like to have this option so I dont have to micro in order to dodge the Gauss') Well I think the ships should be smart enough to dodge stationary deffences, but yes...that would be a nice addition.

5 Replies 1,723 Views

I'm just about to finish my first multi-system game. For most of the game I have had one system all to my self while the AIs were fighting among their selfs. After they sent a few scouts into my system they started offering me cease fires and trade agreements (probably because they saw my armada of capital ships). I thought "ok, sweet. I can earn more money while they fight each other to the death." But after a while I noticed that *none* if my trade ships would cross the interstellar distances

28 Replies 9,909 Views

someone did the math on it somewhere... turned out not to be worth it Ah ok. I thought someone might have beaten be to it. I still end up researching the tecs because I like haveing a full tech tree.

8 Replies 3,812 Views

I have to agree with kryo on this one. Haveing to transit through a gravity well gives the person who is trying to control that well a chance to kill enemy ships passing through it. It sounds like you have a problem with how long it takes your ships to make 2+ jumps. I think the best bet to increase the speed you can move fleets is to: a) give all ships a flat speed increase b) make some tecs that increase speed for certain/all ships like we currently have for the tuning speed on capital

5 Replies 1,723 Views

This is one aspect that I have not verified for my self, but I guess it would depend on how far Sins carries the decimal. If it is only to 1 decimal place then no, it would not be worth doing the research because even a 50% bonus to the 0.1/sec rate you get will only get you 0.15/sec which the .05 would be dropped off. However, if Sins does carry several decimal places out (the user just does not see it) then it would be worth it mainly in a really long game where all of your mines are empty and

8 Replies 3,812 Views

I'm able to run Sins at 1440x900 with maxed settings, the only time it slows down is durning auto-save Wow! ... I am definitely going to complain to the management. If "max" lets you do that, I want a super-max that'll actually let me use my 8800GTX at 1280x1024! My bad, I only had AA at 2x instead of 4x but I'm betting I still wont notice a difference in frame r

12 Replies 5,123 Views

Eh, 50+ planets will do that to ya (I tend to play larger maps) lol...that would explain why your saves are so much larger then mine. I'm only doing a game with 4 stars and about 4 planets + asteroids each. I guess that would be "small" by your standards.

11 Replies 6,193 Views

I'd have to agree with Ron. It is really easy to build a computer (if it dont fit, then it dont go there). I recently helped a friend build one with only ventrello to communicate with him. Need less to say, it was a "interesting" process when he would describe problems in such creative terms as "the little thing wont align with other thing", but after about 10hrs of walking him through the process he was ready to install windos and is currently playing TESIV:Oblivion with better then maxed graph

12 Replies 5,123 Views

I totally agree that the sun needs to have *something* around it. Currently I just station a fleet near the enemy's warp-in points. Ron Lugge: Your right about anti-matter. I'm not a physicist but according to Wikipedia anti-matter has a perfect mass to energy conversion (E=mc^2). The only problem with anti-matter is that it is hard to find/store but it appears that in the Sins universe anti-matter is a every day tool (almost every ship has some). But still, everyone wants more power.

19 Replies 7,150 Views

I can see the issue with zoom to cursor on a local system scale, but when you are just talking about making galaxies on different height levels there does not seem there would be too much of a problem. When you are zoomed into a system it is 2D like it is now and zoom to cursor acts the same. When you zoom all the way out to being able to see every system all of the galaxies are on "relative" 2D plain (because the up-down distance is small on that scale. I think what most of us would be

45 Replies 12,201 Views

So, really atm you can not take a planet in a culture locked system without destroying the empire doing the culture locking? Angros suggested in this thread when you take a planet the culture lines should get pushed back some so you have a chance of taking the planet without it getting insta flipped. Also, does anyone know why my culture is not spreading to other systems. I have had one system c

4 Replies 2,298 Views

My first experience with culture was frustrating cause I didn't realize what was happening right away. I had decimated the planet with a huge fleet, destroyed their colony. Next thing I see the planet's populate pop back up. Huh?! Must have sneaked in there. No problem. Do it again. Same thing. After the 3rd time I realized my colony ship was on auto. So each time the colony was wiped, my colony ship colonized it and the planet instantly flipped. There sh

15 Replies 35,616 Views

Thanks for the responses. I can see how it would be unbalanceing with the full bonus of a home planet in each system but I think that the way it is now is under balanced. I'm currently losing on average 75% of my resources with max culture. It's not a big deal atm because I'm able to not have a constant loss of ships so my income just piles up until I take a new planet and I have to build everything, but if I was getting enemy fleets sent at me constantly and haveing to rebuild my ship

18 Replies 6,960 Views

Um... your saves are only 50ish MBs?! Did you drop a zero in there or something... mine usually ramp up to anywhere from half to a full gig once my game gets going O.o Ya, I'm sure. I was talking about the individual save files. The folder as a whole was around 1.5Gig before I cleaned them up.

11 Replies 6,193 Views

I was going to make my own post about culture bit I figured I'll just bump this one so the devs might see it. First of all, does culture degrade? I am at the point in the game where I have my system culture locked and the AI has their systems locked. As it stands now I have to completely take out a AI player in order to even think about capturing the planets. If I bomb a planet back to the stone age, move my fleet on, then after the 10 min it takes for me to get a colony ship from my ho

4 Replies 2,298 Views

Ok, I think I figured it out. It all has to deal with Culture. Example: Before I move my capital I have a planet 3 jumps away from it. It is giveing -30% allegiance because of distance (-40% + 10% for max culture). So it is providing me with 42 of a possible 60 ship slots. When I move my capital it is now 5 jumps away and has -75% allegiance with max culture. Only providing me with 15 ship slots now. I think what I over looked (and maybe everyone else did) was that the

18 Replies 6,960 Views

Ok, I was wondering recently where all my hard drive space was going. I figured I was downloading to much like I normally do. But when I went to post my save game files for another topic I realized that my save game folder was at 1.5Gb and I had only been playing Sins for a few days. On a closer look I found that the save file I made for a game on a small map was almost 50mb and the one I made more recently on a 4 star map was 57mb. Yes, in this day and age 50mb is not alot, but when a

11 Replies 6,193 Views