[quote who="Lavo_2" reply="1500" id="3271546"] I'd suggest making this ability a fixedlevel0 one which simply requires the research to work. Otherwise, if it uses the research based method instead of fixedlevel0, the AI will waste points by trying to get this ability.[/quote] Thanks, and to GoaFan77 as well. I've just started modding so I was hoping for something simpler but I'll see if I can get that to work.
LHDAllaxul
I'm trying to toughen up capital ships a bit in my personal mod. I had an idea of extending the titan research line adding another 3 or 4 tiers where some of the technological advances gained from figuring out how to build a titan were applied back to regular capital ships. Nothing overly ambitious, probably a 5-10% increase on all the basic stuff (hp, shields, regen rates, dmg) and a point of armour or two in order to help keep pace with a more lethal gala
Very annoying bug, needs to be fixed.
[quote quoting="post"] 1 - There is now an extremely high aggression/priority placed on trade ships now. My fleets will bypass attacking structures and the planet itself, just to chase down some dinky trade ship. It creates a situation where I have to constantly babysit my fleets just to get them to attack the right thing. In the past trade ships used to be at the bottom of the food chain. Now they’re at the top. Why? 2 - Multiple frigate factories on the same planet wil
Exact same thing here. Uninstalled Sins and re-installed and same thing still happens. Some change between last beta and release makes cycling folders in the map screen cause Sins to do something bad it seems...
This is way late I know but I've finally gotten around to putting my opinions and feedback since the Vasari were introduced together for whatever it's worth (I have never played MP)... Game / UI stuff: - I would love to see some more game options for variety / replayability like no mines, no titans, and no superweapons to go along with the no pirates option. As much as I love the titans it might be interesting to play without them once in a while, ditto for sup
[quote who="gundamlit" reply="18" id="3162605"] ... I'm not sure if more. [/quote] Cap ship abilities now go up to level 4 instead of 3 for the normal ones and a level 2 for the super ones was added. So now one level 10 can be a little different from another level 10 of the same type since it would take 14 levels/points to max everything out. All in all it doesn't feel like a cheap and rushed expansion that just throws a couple of new things into the ga
[quote who="Yurka_Sanctuary" reply="21" id="3162713"] ... But then again, it's a universe where no one has tried strapping phase engines to a planet. [/quote] Strikecraft -> Corvettes -> Frigates/Cruisers -> Cap Ships -> Titans/SBs -> Attack Planets? A whole new level for Sins 2 perhaps...
The AI is still a work in progress but I've noticed that it makes a better ally (I only play SP) than in trinity. It's more supportive without being told to be and especially for the Advent it's using superweapons better - firing at planets it or I was attacking not just randomly. Once I had a starbase slowly loosing to a titan in an otherwise empty gravwell but it was keeping the titan busy while I attacked on another front. Eventually a single subjugator
Just loaded up a game where I had five artifact planets, stripped em all and lost em all.
Actually I do use them heavily in SP and love them but they are very easily undervalued: - Missile swarm is one of those abilities that is underpowered for the first couple of levels and only pays off when maxed so first impression tends to be lousy and it takes a while to get worth the points. - Assault spec really helps against structures when pacifiying the grav well and then the planet afterward but it's passive so isn't obvi
I would hazard a guess that The Maw doesn't actually "kill" but is more a super instant salvage mechanic and thus doesn't trigger the experience process. Not a bad balancing aspect for such an insanely powerful ability IMO - it is capable of instagibbing huge numbers of enemies and turning them into resources in your bank afterall. I agree with the need for a bit more hardening and firepower since it has to get level 6 to use it's most powerful ab
I was a bit shocked when I read the duration increase numbers. I figured 75 at level 1 and 90 and level 2 would be lots and incredibly ugly when facing it as an enemy. I'm wondering if IC didn't overdo it on purpose to show how powerful it is and plan to bring back down to somewhere between the two extremes.
There is still the antimatter cost for a phase jump itself, the tech just protects ships from the additional loss of AM and HP from starbase effect.
Well that's kinda lousy. Should work everywhere since it's only ships and not starbases isn't it? Double natural regen speed on the titan would help a bit in long battles, maybe high level cap ships too but compared to the extra 2% mitigation loyalists get somehow "meh" comes to mind.
Flak burst on the Kol and TK push on the Halcyon don't seem to do anything anymore. Never have seen any effect from militia weaponry although militia armour is working fine. Obviously this game is a labour of love - truly impressive.
Wow quite the response, thanks. Yeah back in the early days of Steam I had problems with it and most importantly had it creating problems with the computer. I got crap for support, etc etc, uninstalled Steam and swore to never install it again. Bad enough of an experience I was really hoping it would fail and something better (less controlling/offensive) would come along. Also on the moral side of things I believe that after paying a whack
will I be able to buy and play without Steam? I love Sins and planned to buy Rebellion the second I heard of it but I refuse to install that POS on my computer so I'm wondering if there's another option.
[quote who="Yarlen" reply="29" id="3019264"]Needs extra time for the flavors to meld. [/quote] Sounds great, please take the time to make it what you want to release. Sword of the Stars 2 is the current example of what not to do so I'm glad to see Stardock taking a better approach.
Just being able to turn them off would be great. A no-mines game would be faster in late game, no annoying cleanup, and Advent AI wouldn't be gimped running around with 95% of their SC as mines in their battle fleets.
All the new features sound great but by far the thing I would love to see the most would be a way to turn off mines. Not only do they add more (bloody well insanely more) aggravation than tactical depth but make the game too slow to enjoy playing with higher numbers of AI on larger maps. Would be nice to play again, mines are the reason I stopped.
It seems to be a random setting for each AI as far as I've seen. I recently finished a long game and the final 3 AIs (out of 7) had a max of 6, 13, and 16 Cap ships. Each had more than enough time and resources to research everything the AI wanted to so some just don't seem to have it set as a priority.
I grabbed Beta 3 with hotfix (0.95) and played a game with each race in single player vs 6-8 AIs depending on map. Impressive work IC, this is a very cool addition to a great game. Bugs: 1. AIs accepting pacts then instantly cancelling them. After reaching higher levels of relationship they stop doing it but at the moment it's pretty much useless to offer a pact near the minimum relationship values. 2. Rarely after an AI cancels a
I've always seen the GRG as a higher level ability pick. Combined with a Dunovs antimatter cost reducing ability and the antimatter recharge part of Finest Hour then the Kol can really go nuts with a GRG every 5 seconds (since FH reduces ability recharge) while keeping up Adaptive Forcefield and an occasional flakburst to boot. A couple of those leading a fleet are quite impressive and effective - in SP anyway. I'm not saying the Kol couldn't use a bit of a balancing
Same here, single player Vasari pressing the give mission button is instant minidump in beta 3. Haven't tried yet with other races.