Silveressa

Silveressa

Joined Member # 2576278
24 Posts 185 Replies 635 Reputation

Nice feedback, and well organized, worth the time to read through it. I don't really agree with limiting the # of starbases to a fixed amount since it severely hampers their use as an entrenchment tool. (and people will be always scuttling the older ones to build new ones on the "front lines" As it is Star bases cost enough to upgraqde, that spamming one per grav well isn't cost effective in msot games, but can make for a viable defensive option if one's getting pushed back. D

29 Replies 167,798 Views

Maybe doubling or tripling the size of them would be appropriate? I kind of know what you mean the star bases look a little "small & puny" compared to a fleet of cap ships.

22 Replies 6,032 Views

[quote who="darkbluesea" reply="15" id="2019634"]Why not the ultimate weapon on all the factions, destroy or incapacitates/damages mines aswell when fired upon a system with it?[/quote] Hmm, interesting idea, but I fail to see how the culture spam cannon of the advent would make the mines commit suicide. (unless it maybe triggers some kind of auto destruct?)

37 Replies 106,681 Views

Beefing up the pirate base with a heavily fortified starbase and a couple high level cap ships would make the assault on the palce more then a simple hit and clean operation. Another nice change would be to perhaps make the pirate base itself be worth x amount of resources (or guaranteed to have an artifact on thier planet) when you destroy it. The longer it stays around for the more resources it's worth. (but the more powerful they become) It would give some incentive to taking down

15 Replies 6,086 Views

[quote who="Ordian" reply="5" id="2019770"] I am acually surprised I have not receaved more feedback on this idea, as I thought it was a rather decent one. I thought people would be more into the freedom of it. I might decide to proceed anyways, as I am stoaked about it. As a favorate saying of mine goes, "In life it is better to ask forgiveness then permission." [/quote] I think that may be becuase Entrenchment is coming out soon and the modding commuity is mos

6 Replies 26,843 Views

Maybe just making 2-3 different teams would solve people problems? (admittedly it'd get cumbersome but wouls work for now.) Ahother idea is to add in the ability to designate jump teams inside each team. Team 2 jumps 1 mintue (or however long is practical) behind team 1, and team 3, 1 minute behind team 2. This gives flexibility to each person and less of a nightmare to program.

5 Replies 2,154 Views

[quote who="Bobucles" reply="3" id="2018025"]Why should trade ships get free passage through a mine field? They're made to block off ships. Cargo carriers are ships.[/quote] Mainly because you currently lack the ability to designate trade routes to your trade ships. If I could tell my trade ships route x if a no fly becuse I put a minefield in the way it'd work nicely. However becuse they lack the brains to fly around the mine fields (in that they would have intel data on wher

25 Replies 4,486 Views

I wonder if it would be game balance wrecking to give the TEC & Advent star bases the ability to attack at extremely long range (aorund 1/4 a grav well) with one or more group of weapons? (or at the least give their bases weapons range = to about 10% further than the longest ranged ship weapon in the game) Combine that with a near total lock down on phase jumping and they would be able to perform their task nicely as system defenders in that: -No fleet could breeze past them

20 Replies 69,192 Views

[quote who="Agent of Kharma" reply="3" id="2018029"]There is a button on carriers (and I believe hangers as well) which "docks all" and "undocks all." Thing is, I believe they wouldn't automatically undock in an attack because the purpose is probably to dock strikecraft in case of heavy flak.[/quote] Aye that's the function of it, to keep them from being torn up by anti fighter fire. (it also works great on the ships when jumping long distances because there;s no pause to

4 Replies 2,635 Views

An interesting idea, perhaps being able to desgnate some type of "jump priority scout" option or even easier, have it programmed so any fleet with a scout ship in it jumps 5-10 seconds after the scout ship does?

5 Replies 2,154 Views

Aye exact same thing for us, we could still see each others fleet mvoe around and everything, but it was nearly like we were playing to entirely different games, or the wormholes led one of us to a fractured alter reality. [e digicons]>_>[/e] Given I don't have the hard drive room for a seperate Sins install for basic 1.12 and haven't played Sins since version 1.02 (real life + computer problems kept me away) Am I correct in assuming this is a new problem unique to Ent

14 Replies 5,038 Views

That would be nice to see them using a small mix-mash of other races equipment in addition to their pirate vessels. With the higher threat ratings of the pirates using more quality equipment rathen then just more junker ships. (It'd be nice to see the pirates using a 1st level cap ship or two at the sever threat level)

15 Replies 6,086 Views

Personally I'm haqppy with them skipping the cd entirely and just leting us use the archive option to back it up on a flash drive or whatever if we want to. After all, the money they save on making it digital gets passed along to the customers making for a cheaper costing product and bigger sales for them. (and a faster release date since they don't have to spend time/money designing the packaging, negotiating with retail stores etc..)

10 Replies 5,513 Views

I ran into this too in a LAN game with both of us allied against 2 AI's. It got very strange, in that some of the planets we each had colonized thwe other one of us saw as still being controlled by the enemy or neutral. Also I had eliminated the pirate base entirely with it registered as dead (complete with shattered glass and 0:00 opn the pirate bounty screen.) Hopwever for her the pirate base was still registered as intact, complete with bounties and randomly sending out pirate wave

14 Replies 5,038 Views

I noticed that by default all bombers and fighters stay launched from their hangars, flying off to engage targets then return to hover in space waiting for the next engagement. Why not change this so the fighters & bombers stay docked only launching when enemies are in the area? (this would apply both to hangar structures and ships with fighter/bomber wings) (and maybe an option to "keep launched" if you want a paricular group to be ready to engage far form the hangar) Thi

4 Replies 2,635 Views

Perhaps tripling the range on starbase weaponry would solve the majority of engagement issues? I agree giving them some type of anti fighter weaponry (either by default or an upgrade option) would make them more able to stand on their own and not get taken apart by a few wings of bombers. Also perhaps allowing 2 starbases per system instead of one would help make up for the lack of mobility?

20 Replies 69,192 Views

The other problem with making mines damage your own fleet is your own trade ships would be decimated or decimate the mine field over time. (especially in your own sectors) Making trade ships immune (if they aren't already I haven't paid too close attentio tbh) would fix that issue nicely.

25 Replies 4,486 Views

[quote who="shadowl" reply="2" id="2017508"]I bet that the game is going to be delayed another month or two[/quote] Aye, I kinfa get that feeling as well, but honestly it doesn't bother me a bit. I'd rather they delay offical launch until they've got a finished product then shove 1/2 finished crap out the door like UBi Soft and EA love doing. (I remember a few of EA's games had patches nearly as big as the installation) I agree with you though, a small update on the relase dat

41 Replies 94,891 Views

For what it's worth you have my permission to make my mods, (Silveressa's empowerment and More hangar space both of which will be redone for Entrenchment) compatible and mergable with your mod. I liek the additional focuses on tech you've added and changing the defense to fleet.

6 Replies 26,843 Views

After messing around with the unpacked files for the beta I decided to mod out the mines just to see if it would speed up the gameplay or if some other factor was causing the lag and desynchs. (all i did was alter the cost of researching the requisite techs to 9999999 credits ensuring they'd never be used.) After this I played a long (8 hours and going) game over lan with my lover on on a large map (aerolian sector) and didn;t have a single desynch, crash or even noticeable slow down.

0 Replies 1,323 Views

[quote who="Zanyth0x42" reply="7" id="2016516"]Alternatively if you need to convert back and forth between the files, I've created a frontend gui for the program here: https://forums.sinsofasolarempire.com/322559[/quote] That'll come in handy for adding in changes to the game itself you wantto be permenant rather than a mod.

29 Replies 31,946 Views

Are you playing with the Entrenchment expansion? If so you'll need to download the .9 beta game info files or convert the file from the sins install folder to text and mod it. The files from the forge tools don't work with it.

6 Replies 2,019 Views