Ubersmake

Ubersmake

Joined Last seen Member # 2775349
4 Posts 66 Replies 244 Reputation

IMO, the ideal counter for light frigates in the early game would be other light frigates. Numbers and tech upgrades would ultimately determine the winner in a fight between two fleets of light frigates. The other available combat effective frigates, the long range frigates and the flak/defense frigates would serve to support the light frigates against other technologies - buildings and larger ships for the long range frigates and fighters and bombers for the flak/defense frigates - and to a l

26 Replies 13,619 Views
Reply to Halo MOD? in Sins Modding

No experience modding, but I'm working on a small mod that'll let a player glass planets. If I can't get the glassing effect to work, I'll at least have the gameplay elements ironed out. If/Once I'm done with that I'll gladly let a Halo mod team take it and use it however they will.

2,504 Replies 4,903,100 Views

[quote]But then the other guy has Sins on his computer with my key ... so he can keep updating it after the LAN?[/quote] Pretty sure you have to log in to the Sins website or Stardock Central to do that. It's always asked me for my Stardock username and password whenever I wanted to get the newest patch.

10 Replies 6,304 Views

Maybe they should add a minimum range to those things. It'd prevent them from being a "direct fighting" unit and keep them at the support role that they're supposed to fulfill. But back on topic, I agree with everything that's been said above me.

26 Replies 13,619 Views

[quote]ManSh00ter - I considered this as well, but destroying a planet's infrastructure wipes out its population, it cannot be carried across. This would be possible if we still had the beta's "flip planet from culture" but right now there's really no way to preserve that population count.[/quote] Isn't there a way to preserve some of the population though? I was playing a vanilla 1.03 game where I started bombing an enemy world, and at the end of it all the population hovered around 2

12 Replies 5,928 Views

[quote]I'm assuming that it's okay with the orginal mod creators, because they did release it to the public, but I'll pm just to be sure.[/quote] [quote]Well, you should have PM'd first -- some people can be picky about things like that -- but I imagine combining the two mods, with appropriate credit being given, isn't something any reasonable person could complain about.Alas, people aren't always reasonable.[/quote] There's nothing wrong with mashing two mods together (or more

21 Replies 40,464 Views

I know that 1.03 is the latest official version of Sins, but I fired up Stardock Central to discover that there was a 1.03.021 patch out. My SC's also set to show pre-release versions, but I don't think that made any difference. It's also not downloading at the moment, but that's beyond the point. There are changelogs for every Sins patch; is there something different in 1.03.021? Is SC the go-to place for the latest patches (which is what I use for GalCiv II), or should

1 Replies 8,623 Views

[quote]Theres a button you can press at the top of your game so it locks the camera on what ever you click, so when you zoom in you don't have to keep moving around looking for your ship. gg[/quote] It's also in the options screen under the UI tab as "Zoom to Cursor." Or something like that.

9 Replies 19,529 Views

I haven't done any modeling, ever, but I know Maya has a free version available for download if you're a student.

8 Replies 7,185 Views

[quote]And on a separate note, I have a handful of fleet ships that feel like sitting most battles out by parking at the edge of the gravity well nad not doing anything. Is this normal? Their course bars show that they are headed out-system, but they don't actually leave, they are simply sitting there.[/quote] I've had that happen before. If they're part of a fleet and the fleet is set to move as a group (you can toggle this on and off by right-clicking on the move icon), they won't ju

12 Replies 5,794 Views

I haven't played on any of the massive maps yet, but on medium size maps I try to expand to key chokepoints and hold the line there. That way I can limit how many paths an enemy can take into my empire and can concentrate my forces to make any sort of intrusion very painful for the other player. Note that I said I try to expand to key chokepoints. A planet may be one or two jumps away, but if gaining control of it will make my empire easier to defend I tend to think that the risk is well wort

4 Replies 2,378 Views

If Impulse and Demigod isn't the announcement, then my bets are still on the second expansion for GalCiv II. It was in a double post I had earlier. Yes, it's been announced already, but maybe they'll say "It's done now!" and make everybody happy. And speaking of Gas Powered Games, didn't they develop Supreme Commander? At this rate all Stardock would need to do is get digital distribution rights to Relic's and Blizzard's games to become the de facto strategy game publisher on the mar

123 Replies 108,990 Views

I think in that situation I would've pulled back to a more defensive position where my fleet could fend off a much larger force with the support of various tactical structures (overlapping repair bays) so that my damaged ships could get back into the fight more quickly. During this time I would go ahead and build the ships and research the technologies needed to overwhelm my opponent and, once I had everything set up, launch another massive assault. Sometimes it isn't best to keep push

1 Replies 1,810 Views
Reply to Halo MOD? in Sins Modding

Why are we talking about copyright issues when the bigger issue is that ideas are needed to make a successful Halo mod? Yes, copyright is important, but when you get served a cease and desist order you simply stop. Those assets and ideas that were created in the process don't get wasted, they get moved to another mod. If you're still adamant about making a Halo mod you can attempt to rename everything and make it a mod based on Halo and not a Halo mod and see how the lawyers treat that. <

2,504 Replies 4,903,100 Views

[quote]And Steam-like features will make setting up and finding multiplayer games that much easier. Only if people were to use them. I never use steam's community stuff -- ever. Why should I? I have yahoo, I have MSN, thats all I need / want. I sure don't want a huge memory / bandwidth hog (if a patch is released) sitting in the background, deciding what I can / can not do.ICO is plenty to get games going, if people are on it. Otherwise... vent and MSN works great for my guild![/quote]

123 Replies 108,990 Views

Even without additional buffs and debuffs, I think planetary invasion carries two big incentives for the player. The first is that they won't kill off the entire population. When the planet decides to switch its allegiance to your side there will already be some people on it, which means people you can immediately tax (as opposed to no people to tax when the planet has zero population) and the economic advantages that come with that. The other is economic and logistical: planet infrastructure

12 Replies 5,928 Views

This is good. I want to say that this is the first time that Stardock's distributing a game developed by a larger developer (or at least one that's not strictly indie or niche), but it's been a while since I've browsed through TotalGaming's library. Which can only mean that there are better things to come. On top of that, this may set a precedent for the industry since most of these games are likely to ship without copy-protection. And Steam-like features will make setting up and fin

123 Replies 108,990 Views

I like using frigates because of their versatility, and most of all because of their speed. If there's a battle going on that I need forces at, and I've stupidly not left any ships near the area, a small fleet of frigates will get there faster than a capital ship fleet. They may not turn the tide of battle, but they can at least delay the enemy until the bulk of my forces arrive, and if I do things correctly take out a sizable chunk of the enemy while they're there. There's also the i

24 Replies 13,610 Views

I do have an answer, but lets talk about your question for a bit first. This is science fiction we're talking about, so nearly everything's speculative. On top of that, this is a game, so even speculative things (such as phase lanes) can be used as excuses for game design choices. Phase lanes always seem to appear between bodies of near equal mass. There are always the anomalies, such as a phase lane between an asteroid field and a planet or one between a wormhole and a nebulous fiel

1 Replies 4,422 Views
Reply to Interdiction in Strategy

The TEC have their phase inhibitors. They stack to some degree I hear, but build one around a planet and it'll take an enemy ship a much longer time to phase jump. Put several and it'll take enemy ships even longer, and since most ships can't attack while they're jumping, well, you get the picture. I don't play Vasari, so I don't know what they have, but they should have something similar.

10 Replies 6,616 Views