Ubersmake

Ubersmake

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

Everything should be in "Drive Letter:\Documents and Settings\Username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire" for Windows XP. I think it's different for Vista, but that's the path you should be looking at if you're using XP.

3 Replies 2,937 Views

Isn't GalCiv II's second expansion supposed to come out this month? I'm betting that's it. EDIT: Agh, double post.

123 Replies 108,988 Views

I can understand your complaints about the infinite resource model, but I do think there is a place in it for a small and efficient empire. However, that empire's success or failure is largely dependent on the map layout. I've found that Sins can be played very defensively. A small force, backed up by various tactical structures around a planet, can fend off a significantly larger force. Since small forces require less upkeep to maintain, that money can be spent on researching vari

9 Replies 8,523 Views

[quote]How about super-intelligent multi-dimensional beings who manifest themselves as white mice and control society by throwing off the results of laboratory tests? The gameplay would be to manipulate the research results of the other players while surreptitiously spreading throughout the galaxy.[/quote] What about dolphins? They'd colonize one world, eat all the fish there, then move on to the next world to do the same and so on and so on.

59 Replies 91,233 Views

[quote]This won't fix your problem, but you can queue your units' targets. It's time consuming, but once you're done queueing up your units' targets they'll make sure that those are taken care of before their AI decides how to prioritize any remaining targets. I think you use ALT for this. Make sure your units are selected, hold down ALT, and start issuing commands. They'll follow them to the letter before the AI takes over again.Once again, it won't fix your problem, but it's the closest th

8 Replies 4,930 Views
Reply to N00b Question in Strategy

The Advent and TEC colony ships both colonize worlds and establish/capture extractors. This is a little different for the Vasari, where their scout ship, NOT their colony ship, captures extractors. To add another wrinkle to that, I'm not sure if the Vasari can establish extractors in uninhabitable areas, but I'm not sure. Hope this helps. EDIT: Wow, everybody replied fairly close to everybody else.

3 Replies 1,822 Views

They could make evil versions of the TEC, Advent, and Vasari. Just Photoshop goatees onto their faces, make their techs more sinister sounding, and you're set. I'd also love to see a race of space squirrels. Evil space squirrels.

59 Replies 91,233 Views

This won't fix your problem, but you can queue your units' targets. It's time consuming, but once you're done queueing up your units' targets they'll make sure that those are taken care of before their AI decides how to prioritize any remaining targets. I think you use ALT for this. Make sure your units are selected, hold down ALT, and start issuing commands. They'll follow them to the letter before the AI takes over again. Once again, it won't fix your problem, but it's the closest

8 Replies 4,930 Views

I don't think it's the number of planets that'll bog down gameplay, but the fleet supply limit. With the current fleet supply cap the Rebellion and the Empire will be stretched thin everywhere, and jumping from one system to another will take too long. Otherwise, if it's playable, I'd definitely play it.

5 Replies 2,332 Views

I'm big on graphics too, but overall I'm happy with Sins' visual presentation. Like AntiCommie said above, Sins is missing a lot of the minor details that games like Company of Heroes has, but the fact that we're comparing Sins to games like Company of Heroes and Supreme Commander hardly makes it "subpar." Of course, this is coming from a guy who thinks Homeworld 2 still looks good. Also, I tried Bailknight's Graphic Mod ([link="https://forums.sinsofasolarempire.com/301418"]ht

27 Replies 22,795 Views

I also thing alternate win conditions would be nice. Bonus points for letting players decide which win conditions to use too, but that option's pretty standard. From other 4x games, I think cultural and economic victory conditions would be the easiest alternate win conditions to put into the game, as well as the most traditional. A cultural victory could be attained once a player controls X% of the map's culture, or maybe have X% of a map's population swear allegiance to him or her.

11 Replies 13,528 Views

I'm pretty new too, but there's two things that I always do regardless of the situation. 1) Build scouts. I always try to have at least 2 scouts on auto explore moving throughout the map. More is better, just don't build more than you really need to have the intelligence you want for the size of the map you're playing on. It might seem like they aren't doing much, but once you spot a massive enemy fleet getting into formation for an assault on one of your planets one or two jumps awa

22 Replies 8,386 Views

I actually found it a few random games after I started playing, but I have no idea what it means. I wasn't in the beta, and this forum is pretty much useless as far as finding information on space ponies goes. I suppose it's best not to ask too many questions.

102 Replies 308,893 Views
Reply to Halo MOD? in Sins Modding

I'm trying to start a mod that'll let you glass planets: [link="https://forums.sinsofasolarempire.com/306750"]https://forums.sinsofasolarempire.com/306750[/link]. I have no experience modding but I figure I'd start somewhere. That said I'd love to get involved in a Halo mod, although my greatest concern with it is that a LOT of material has to be created from scratch. Only the games and comics have provided visual references for space warfare in the Halo universe, and even then these

2,504 Replies 4,903,085 Views

[quote]As far as the hostile culture thing... That would be a little harder to work. I don't think an act that originates from player A can generate any culture other than player A's. If it was an orbital structure, you might be able to give it a negative culturespread value... I'm not sure if that would do what you want it to, but it might be something to try.[/quote] My original idea was to put a penalty on that player's culture spread rate, but I need to dig around the text files to

12 Replies 12,748 Views

[quote]As far as making a planet uninhabitable? Doesn't the novalith cannon do this for a short time with its radiation debuff. Maybe it would be possible to extend the duration of the debuff so that it effectively lasts forever.While it might not be possible to change the textures on a planet mid-game, perhaps it would be possible to have have some kind of effect animation (like the novalith cannon impact), that lasts effectively for the rest of the match.I'm just guessing though. I have no rea

12 Replies 12,748 Views

That'd be interesting at some point, but I don't think there's enough material out (visual references at least) to make a Halo mod that 1) takes place in space 2) doesn't involve humans getting their butts kicked 90% of the time and 3) doesn't require creating a lot of material from scratch. Just the glassing. I think it'd make games a little more interesting knowing that a chokehold points can be moved. And because any game would benefit from more wholesale planetary destruction.

12 Replies 12,748 Views

I've been playing Sins for a few weeks now, and I've read topics on this board here and there for about the same amount of time, and I've become interested in creating a small mod for the game. I was wondering if it was possible to dynamically change the textures of a planet during a game. The reason for this is that I want to make a mod that'll add a special ability to the siege craft to literally glass a planet. I haven't worked out the gameplay details completely, but g

12 Replies 12,748 Views