I wanted to throw up a post about minor issues I've noticed in the game. Others feel free to add anything you find. Diplomacy ship for the Advent has no visual evidence of engines. Not really a big deal, but it really bugs me. Some station techs result in no visual change of the station. It would be nice to be able to take a look at a station and be able to tell more about what it has implement
dfalken
I've also found that you can no longer have 4 active Orkulus stations in orbit around a system's star. Three of them go disabled. I didn't notice if this happened before I researched the phase jump ability of the Orkulus. I think I recall it happens after....but I can't be 100% right now. I also noticed that the frontal shield is no longer visible. I see the graphic for the regular shield, but not for the special, frontal shield.
Seems to me that this is more a polite social norm rather than a technical problem. If there are players who do this, and you don't like it, then ou should black list them and not play against them. It's a viable strategy....just not exactly a friendly one. Better, though, would be to play with one of the existing victory conditions, like diplomacy, or the one where you have to destroy thier homeworld. At any rate, ot doesn't seem like an issue that the DEV
NO, NO, NO, NO!!!!!! Please do not put any limits on ship production tha aren't already in the game. This is NOT a good idea. If someone wants something like this, they can mod it in..... I feel the same abot the Superweapons, but I'll leave that to another thread.....
As I've said in other posts, I think this limit is a really bad idea. As was mentioned above, the AI will still gang up on the human player. When that happens you are stuck with just 4 SWs. Also, on huge, multi-star maps, which is what I prefer to play on, you've really monkey wrenched the human player. Now we have to go through the pain of dismantling and rebuilding and/or waiting forever for a shot to make it to another star. The limit also detroyed the
Well, I'm disappoitned in the limit. It was, in my opinion, the wrong direction to take. The system the way it was was fine. It needed a little tweaking, but not this yucky limit. Please, DEVs, remove this limit and approach the issue from a different direction..... A higher than original cooldown could help. Giving the pirates some way to counter would address that issue.... I'm sure others can come up with other options that would have been
[quote who="Eilarais" reply="14" id="3133394"]Quoting GoaFan77, reply 3This capitalship requires a ridiculous amount of micromanagement as it is, if we can't even be sure its signature ability on which most of the others are based on will work unless we order our ships to then pick another target, its just not worth using. Maybe the boarding ability could also put a buff on the target that lowers its auto-targeting priority?[/quote] Eilaris, that's a good
Exactly, crisaron... I see no need in changing the current system. Build your starbase, protect against losing the planet, and move on. Your population will rebuild with time, and you should have other high pop planets.....if you're getting shelled at all of them then you've let your opponent build too many guns. I see no reason at all to make any chnages with this. The Advent Rebels are fine just the way they are. Wait until the Vasari
I really don't see a problem with the way the superweapons work now.... In fact, I really like how they are now. Limiting how many can be built just doesn't seem like an answer. It hurts the TEC Loyalists a LOT! If you learn to counter them, then they aren't a problem. Maybe changes could be made to the AI that allows them to better counter them. A human player will focus on counters as a preventative or reactionary measure. The AI s
How about people just stop crying about them? The Novalith is easily countered... It's not overpowered, and I see no reason to change the current system. It's key to the TEC Loyalists.... If anything, just make a toggle to disable them. Might even add another to disable Titans too... They're just so over powered and break the fun and strategy... To the de
Is there a way to find out if you've already preordered? I think I have, but don't remember for sure.... I'd hate to be billed twice. The wife doesn't like that kind of thing. :)
I'm always happy to see an update. SINS is a franchise I really want to see be successful. The upcoming addon was a wonderful surprise. I can't wait to see more details about it. This is a great game that could be awesome. It just needs a little more content.
Ok, I freakin LOVE this mod. It must be the time it would take, but it seems most if not all of this should be in the stock game. I guess if they as much time as they wanted it would...or would be a little closer. I can't play without this now. Thank you so much for all the effort that all of you put into making this available, and keeping it up to date. You've made an old man very happy.
Ok, I freakin LOVE this mod. It must be the time it would take, but it seems most if not all of this should be in the stock game. I guess if they as much time as they wanted it would...or would be a little closer. I can't play without this now. Thank you so much for all the effort that all of you put into making this available, and keeping it up to date. You've made an old man very happy. [e digicons]:D[/e]
I'm seeing the same symptoms, but I've not ever used mods. I'm going to try to remove and cleanly install to see if that changes anything. I sent my minidump to [email protected] . I'll post anything I find. *Update* I removed and freshly installed by clicking on Diplomacy and letting it tell me to install Entrenchment and base SINS. Once everything downloaded and installed it works like a charm.&
Sorry everyone. This is my fault. I had to send my laptop in for repairs and wouldn't get it back in time for the 18th release. As I wallowed in my sorrow I made a few unfortunate wishes that seem to have come true. :( Flame me all you want...I deserve it. :( [e digicons]:X[/e] EDIT: Is that smoke?? [e digicons]8C[/e]
I agree with what you're saying about the end game. Adding endgame techs could help, but only up to a point. I love the idea of different win conditions. The trick to making that fun will be to come up with things that fit the setting, and that are original. What if there were a few "special" artifacts that let you win if you control all of them. That would give you an incentive to target specific worlds and keep you from having to "mop up" if you don't want to.&
I wonder what the details of the class action suite are. Anyone here in the know? I wonder if we are all able to get in on it, we being those of us who bought Spore at launch know knowing about the SecureROM stuff. I also wonder if I have it as I installed it on a Macintosh. Is SecureROM active on the Mac install too? Anyone know? I'll keep looking and post something if I find anything. :)
I think you may be right. The patch delay has hurt online play a tad, but even with it I doubt you'd be seeing a HUGE number of players. I can't speak to why. Sins is an awesome title and has a lot of players. Maybe it's the length of the games that keep online play down. With so many "casual gamers" out there, I'm hard pressed to find partners that will commit to muliple hours of gameplay at a time. Doesn't bother me much though. I LOVE the single pl
Not an original idea, but something I'd like to play with would be some sort of assault troop ship. It could either launch troop pods that attach to an enemy ship's hull or the entire ship could grapple itself to the target. Then it would slowly begin taking over the ship. It could only do this to ships whose shields are down. Here's another type that might be fun to play with, a cap ship or cruiser that specialized in cultural attacks. An easy concept for the
Sakhari, I agree 100%. The "power" of a supoerweapon is in it's ability to reach out and hurt you without ever having to endanger itself. Very cool. I love them just the way they are, and with Entrenchment coming, they will rock. :)
Personally, I'd hate to see the caps nerfed. I do like the OP's suggestion that they remove the bombbardment ability from the colony caps. If that's not possible with the current code, I'd say they remove the colony ability from teh cap ships, give the colony caps a different support ability, and then alter the colony frigates. Make the colony frigate the ONLY early game option for expansion, then add a colony cruiser. The colony frigate can pretty much stay in
I'm absolutely loving this game. From what I can get my hands on, the Entrenchment expansion is going to be awesome as well. I really only have one "must have" request. Is there any chance that we could get an option to make the pirates tougher? I don't just mean giving them more ships, but giving them tougher ships. Not only tougher ships, but I'd like to see them get a lot more aggressive. Maybe they could pick grav wells they consider thier "territory" t
Wow! Ok... Now I have to say, after having seen the footage.... I no longer want Entrenchment, I NEED Entrenchment!!! That clip was short, but upon careful examination, there was tons of new stuff going on there. WOW! Gimme! How am I going to be able to wait?? :) Thank you Ironclad! And thank you Stardock!
I'm so lucky. My Macbook Pro can handle all the settings on Highest. The game looks incredible at those settings. :)