Seven05

Seven05

Joined Member # 2588223
0 Posts 26 Replies 96 Reputation

Working fine with 64-bit Vista here as well, and I'm using the 1.02 patch. I have a slighty beefier CPU (6850) and only one of your cards :) Using 169.25 for the GPU drivers and whatever Vista installed for my motherboard chipset. I logged well over 8 hours (probably closer to 40) without a single crash or lock-up. That said, I'd look at your other running processes to make sure it isn't something there. I do have the Windows defender and all of the UAC garbage disabled so I

23 Replies 11,984 Views

[quote]I can see how I'd actually try and run a battle, but I thought I'd see if there are folks that are managing battles directly, and if so, how do you avoid the rest of your empire stagnating while you do it? [/quote] I do to a degree, if my main group is hitting a planet defended by a handful of frigates and defense platforms I won't bother other than the occasional check to make sure enemy reinforcements didn't jump in. In larger battles or at times when I really need to minimize loss

2 Replies 12,014 Views

[quote]Maybe a rename is in order -- its a planetary bombardment frigates, not a "siege" unit as such[/quote] That's probably the best suggestion I've heard yet :) I'd even go so far as to rename it to 'Heavy Frigate' and leave the bombardment out of the name entirely. [quote]...and say that a siege frigate should be a weak unit with low survivability that is very easy to kill[/quote] If it isn't overpowered why should it be made weaker? Wouldn't a suggestion to redeuc

105 Replies 71,038 Views

[quote]I don`t think, that the problem is to defend yourself from such tactics. The real problem is the fact, that such tactics shouldn`t work at all. It`s like playing Total War, sitting in your fortress and being attacked by twenty siege machines with no other troops around. It`s just stupid! Same think with defending chokepoints. Sure, it shouldn`t be impossible to get a fleet through a system. But if it is heavily defended, it should be HELL for an attacker to get through. [/quote] I

105 Replies 71,038 Views

Sometime it feels like I'm playing a different game when I come to the forums :) What I'd be curious to see is some save games from the people having so much trouble with their planets getting smacked and defenses that feel so useless. My personal experience has been quite a bit different and a fully defended planet is virutally untouchable by the AI even with two or three 'hard' AI trying at the same time. I do see some common bits in the posts though so here's a few things t

105 Replies 71,038 Views

The upgraded weapons, armor, hull points and antimater are like intrest in your bank account. They don't mean a whole lot at first but over time they're very impressive. If you increase them (they're already quite potent when you've covered them all) you'd just create a new problem, imagine a capship with +75% hull points, why build anything else?

21 Replies 19,283 Views

I made a map replicating my Freelancer mod and was seriously considering using it as a basis for a more complete mod. I don't know how well the base game would translate to an RTS though but it would be fun to have the different houses and factions in there. Considering how old Freelancer is you could probably just rip the models right out of it and drop them in Sins without having to worry about the poly count or anything like that. Oh, and if you're in the process of copying the fre

28 Replies 68,880 Views

Bah! 4x is a lable, if they want to use they can and therefore it is one :) One thing I think is having an adverse affect on SINS feeling like it's TBS counterparts is that they obvious put some effort into making the AI a good 'opponent' more than making it a good representation of the race/empire. The most obvious example is with the messages they send out during the game which mimic what a human opponent would say but not what an alien ambassador would tell you. This is also promin

26 Replies 48,916 Views

[quote]Hehe...you think you've lost some sleep PLAYING it.. [/quote] Well you had a head start with that whole develoment thing... give us time once the mod tools catch up and some of us will give you a run for your money in the sleep-lost category :)

33 Replies 53,447 Views

The easiest way to use auto-join is to have each fleet in a different gravity well and the production done in yet another. That way you grab the ships as they're built and then move them to where the appropriate feet is and they join up. Otherwise I turn it off :)

3 Replies 4,810 Views

[quote]And finally, no, we shouldn't be talking about realism. Maybe "lorealism" (yes it's my trade mark). Personally i have really no idea if there is some scientific lore to build upon.[/quote] I think the better term is believability, which unfortunately is very subjective. For instance with my real world experience in fields that are frequently the subject of movies and games I find many things to be unbelievable in both. This can range from the absurd (bunny-hopping in FPS games) to t

294 Replies 302,876 Views

It's not a fleet option because it works for control groups as well :) My personal favorite method is to not force group moves and instead move the fleet to the edge of the gravity well (so no ship is within the shaded portion) and then tell them to jump. This way the frigates chage-up just a bit faster and they arrive in system as a big cluster of tiny ships followed a few seconds later by the big guns.

11 Replies 21,390 Views

[quote] And what about sales? #2 at Amazon.com, #3 at EBGames.com / Gamestop (And it sold out, they've replenished). Sales at other retailers who have it in stock say it's "selling very well" (but no rankings yet). ... We thank you for your support! We hope we are living up to your expectations. [/quote] Congrats, hopefully this will be quite the windfall for both IC and SD. This game has been a blast [I]even without mo

94 Replies 92,232 Views

[quote]and building chokepoint defenses in every system ...just can't do it.[/quote] Why not? Serious, I love the multi-system maps and find it relatively easy to defend myself. Every planet should have solid defenses even if it isn't in a chokepoint otherwise you're doomed if you loose that one chokepoint. What works for me is to have a carrier fleet (don't have to use capships, just LOTS of bombers) sitting in the star's gravity well. Bombers are faster than any ship so

5 Replies 16,308 Views

[quote]Far more programs (both gaming and productivity) have incompatibility problems with Vista 64-bit than do Vista 32-bit.[/quote] This needs some clarification because, for the most part it is misleading. 32-bit Vista has fewer compatability problems with very old software titles, to be specific, those that use 16-bit 'code' (vague, but it's complicated and boring) as the 64-bit version (XP and/or Vista) can not run any 16-bit application or any application that uses any 16-bit code suc

14 Replies 12,025 Views

[quote]Hell I'm even thinking of starting a slow players clan if I can find enough like minded ol' timers. [/quote] You can use the 'Slow Children at Play' sign for your logo :) And I'm with the rest of you old (or at least slow) guys. The slower speed could use to be a bit slower or another slower speed could be added. For me it's just the research rate & build rates that needs to be slowed down, I think everything else plays at a good pace for the most part. In the meantime I'm

62 Replies 90,028 Views

Who asked about performance hits? There would be some depending on how many individual units you're dealing with and how robust your PC is. Moving objects increases the complexity of the collision detection among other things, but the biggest hit would come from the AI trying to plot courses around other ships to avoid them. I doubt it would bring the game to a crawl unless you were dealing with thousands of ships though, Sins seems to be designed well enough to handle large battles already.<

294 Replies 302,876 Views

The 'trick' to knocking out a pirate base early is to put 'tactical retreats' to good use. Run in and kill a few ships then slip out and let everyone repair, bring in some replacements, etc. They don't replenish their defenders in the meantime so what they start with is what the have. One capship (carrier preferably) is enough to do it with a total of 10-20 frigates. The reason I prefer carriers is because once you clear out the pirate ships you can just leave your carrier and escorts statio

4 Replies 14,526 Views

Yeah, I have that happen regularly with my fleets. It's not a matter of splitting them up they just seem to randomly get 'stuck' on the edge of the gravity well while the rest of the fleet is all nicely formed up where they belong. It's almost like their position in the formation is messed up. So far the only way I've been able to 'correct' it is to remove that ship from the fleet and then have them re-join, no amount of cancelling orders or moving the rest of the fleet around seems to help.

13 Replies 23,660 Views

One thing I found after playing a few different games on different maps with different speeds is that a larger map will feel faster than a smaller map. So if you play a small 1v1 map expecting a lightning quick game you won't get that, nor will you get that snails pace you want on a huge map with 100 planets on slow speed. Well, you will technically but not exactly. On small maps there are fewer planets and thus fewer resources, you have a small empire and thus less to do... so you fe

110 Replies 107,309 Views

Defense hangars are underrated in a lot of the tips posted, especially if you're playing as the Advent since they have a nice 'buff' for them in their tech tree. In my last game I had four defense hangars per planet, each with three bombers and they were knocking down the AI's capships with relative ease. Siege frigates and pirates weren't even worth the effort of going to look at the system when I received the attack warning. Once the AI starts bringing fighters, build a few defense frigates

85 Replies 103,971 Views

Any chance of getting Galaxy Forge and the game on the same sheet of music with the x coords? :) Currently it flips map in the game compared to what you design in Galaxy Forge, you can see this in the example map & in-game screenshot posted by Zoomba in the first thread. It's not a big deal, just a pain when you're trying to copy a map from a different game and a bit disorienting when you're testing your asymetrical planet layout for balance.

1,189 Replies 3,577,132 Views