Although as far as I know you don't have to research them anymore.. once you find one you get the bonus. At least the few times I found some they just showed up and clicking didn't do anything. But yeah, they're found by doing the exploration upgrades on planets.
Annatar11
The Inhibitor only needs 3 military labs to research though :o It's on the same tier as the light carrier. It's just that people don't use them/take advantage of their absense. I guarantee if you went up against a player that managed to sneak a bulk of his fleet past your well fortified choke point and started bombing/destroying the economic structures of unprotected planets (because let's face it, who spends resources maxing out tactical in your 'heart of the empire' planets), you'll find a way
I've defined "winning" as 'not being the first to get shot' You realize that this was like painting a huge bulls-eye on yourself, right?
Read the description They work as they should. They prevent enemies from jumping into *friendly* territory from a planet with an inhibitor. They do not prevent the enemy from jumping into neutral/hostile territory. So basically, you put them at your choke points to make sure the enemy doesn't sneak any ships past your main defenses and onto undefended planets <img src="http://images.stardock.com/gc2/T_DL/
All nifty ideas Also, if I recall right, the devs did state that they are looking into ways to improve the exploration aspect of Sins
Great idea overall, few possible ways I see to implement: 1) Do it literally, include a new command that will tie more than one fleet together for phase jumps. 2) Allow selection of entire allied fleets and then allow the current toggle for solo/group jumps apply to the entire selection. Both players would have to do this to ensure it's consentual, since it can and will increase the time it takes to jump. 3) Focus less on jumping in exact formations, and just see if a
Not a bad idea. Still the one who lost his flagship has quite a disadvantage because of the low level it will be. Imho coming up with the resources for a new capital ship isn't that hard. The problem is imho the lack of levels that new flagship will have. That depends on how early the ship is lost. On some small maps it's possible to lose it in the first 20 minutes if you're careless, and at that stage getting 3000 credits and all the crystal (meta
50 cool points awarded for the Aliens reference.
You two new to MP will have so much fun The AI is nothing compared to how much a human can make you rip your hair out *looks at Multi and Ron, remembering the last game*
People will show Yeah, we can't get everyone in the first time, but enough people showed interest that we can try to get a big one today. We can definitely plan for another big one over the weekend, with no work we can start at a reasonable time for Euro folk
Ping: 296 Down: 1868 Up: 157 -_- Goo Charter cable for crappy upload
I would like to do a 1v1 multi-player game on a 2 star map. I want each player on they're own star system. Also I want to play a 4 player game on a 2 star map, 2 humans and 2 computers. The key here is, I want the human players to start in their own solar system. Is this possible, and if so how do I accomplish this? I'm pretty sure there's a scenario with 5 stars, 4 players. Each player gets its own 8-planet star and the 5th system has some large number
But are these different from individual ships jumping? If so they are hard to distinguish. At least for me. Actually I don't think individual ships jumping spam you with those messages? I haven't noticed anyway, the only time I seem to hear the messages is when my actual fleet jumps. I'll try to pay more attention That is c
I'm guessing it'll just be some preset scenarios to play out. It sounds like it won't have a progressive campaign that tells a central story, though.
Works for me. You hosting Annatar? Yup, I can host Haven't had anyone complain about it yet, anyway. Eet can (could?) host since I've played a game pre-patch with him, also.. I could do it today Didn't plan it for today since Shadowhal was interested but said his Tuesday is planned out <img src="http://ima
I think anyone has the right to try to the play the game however they want. I'll never be the guy to ask someone to drop cuz they are laggy, its just not cool. Its nice when they volunteer to do so for everyone's benefit, but bitching too much about lag and technical issues is mean at times. Well put.
Sounds like something that would be better suited to ICO where it keeps tracks of your wins and losses with ranked promotions and what not. Does this mean that ICO is planned to keep track of stats and ranks? I know it's becoming more commonplace in online RTS, don't remember seeing/reading anything about that for Sins though so I'm curious
Well we've got what, 7 interested now and Ron would make 8 if he got his butt online.. looking over the times, how's tomorrow (Wednesday) at 6ish EST sound? I'm Central and 5pm is the earliest I can make it which'll make it 6 for you Eastern folk If worst comes to worst, we can throw in one AI.. or.. 7 person FFA, dun dun.. So, Wednesday 5pm CST/6pm EST sound good?
I would like to see an all AI managed battle system put to the test. Play a few games, but DO NOT micromanage your fleets. In fact do nothing at all except send them where you want them to go. Let the AI do the fleet managing for you, and write down both the good, and bad points of the battles. Win, or lose... better yet save the replays. They should be quite entertaining That's a crazy idea, crazy enough that I like it. I think the devs are very aware o
Well I'm sure the cap was put in for more than just an arbitrary reason "Hey how about a hard cap? 2000 sound okay?". We can just guess as to what it is I never said I was opposed to allowing the cap to be higher, but it can be done in SP easily as someone pointed out, and for MP it can go the route of most other games, add a modifier for fleet cap.. the current 2k can be 'medium', large can be 4k, small
Few comments: 1) If you're talking about what I think you are, the names for celestial objects don't replace that bottom 'box' that you can hover over to see structures built, it just covers it up. You can still hover over it to see. 5) I've noticed this a little, it's trying to get all the ships in formation it seems so usually the more ships you have the longer it takes to line them up, but I haven't really experienced a really long delay yet, post patch. Before the patch the
However, being able to queue past the fleet point limit would be beneficial. Perhaps queuing past it wouldn't take resources until it was actually starting production (so when the fleet cap allowed you to build that ship) and if you didn't have the money available it would wait until you do. That way it would be a little easier to resupply your fleets, especially if you let AI do a bunch of fighting on several fronts and it becomes hard to keep track.
Where one of your capital ships could be personally designed by you. Would cost more but would be far superior. Wouldn't work for all the same reasons people listed above. Your flagship at the beginning of the game is your most important ship. If you start with a "far superior" ship at the start, you can destroy the enemy flagship without breaking a sweat. So, no balance, whoever plays most wins. I wouldn't expect any 'awards' in MP myself. Mayb
I change my cookie donation to anti-hysteria pills.
It's the fleet supply cap. So with a diverse fleet that would be probably around 150-300 ships. That's not really a lot. No no, I got that. That's still a lot of ships, probably more than enough unless you're having major engagements in more than one system. No reason not to make it increasable, though.