Binksy

Binksy

Joined Member # 2810542
4 Posts 87 Replies 365 Reputation

I don't know if this is a bug, an improperly designed feature, or just something that nobody noticed or what but Dead Asteroids are extremely annoying when you're trying to get trade income. To sum it up the only planet type in the game that can break your longest trade route (which determines your trade income to a large extent) is a Dead Asteroid. Unless you have the +4 logistics research there is no possible way to get a trade route to pass through one of those planets, even through it'll go

20 Replies 40,074 Views

I agree that some alternate method really does need to be devised. Right now your choices are to bomb the planet into oblivion or turn it neutral through culture, both of which destroy all the upgrades. Some form of invasion would be nice, perhaps a new type of frigate or cruiser that carries troops, costs a lot, and has to be protected or something.

29 Replies 53,742 Views

I would assume you could simply expand grav wells out far enough to touch, that way you could make a direct course or go to the edge and jump. I'm not 100% sure how you would do that (the engine can obviously handle it, the low grav bonus shows that) though I'd assume the PlanetBonusLowGravity.entity file might be a good starting point. Good luck

4 Replies 3,326 Views
Reply to LRM in Strategy

I came into this thread expecting yet another 'LRMs are overpowered!' thread...obviously that is not the case. If LRMs seem weak to you then that means they probably don't fit your playstyle. They're my second most powerful ship (right behind carriers) personally so I can't really empathize. I have the same isses with heavy cruiser and light frigates that you seem to be having with LRMs, they seem underpowered because they don't fit my playstyle. Use the ships you're best with would be

9 Replies 6,591 Views

[quote]*Heavy Sigh* We all know only one thing could make badass, hair metal singing, chain smoking, space ponie riding aliens run like little girls do from cooties.[/quote] I think you should know, I am totally taking that picture and showing it to my (halo nut) friends :P. That is awesome :).

69 Replies 94,349 Views

[quote] And Binksy - that piece is explained in the PDF, but I'll still place it here... [/quote] Ugh...guess I didn't pay enough attention to the PDF :P. Thanks a ton.

95 Replies 70,133 Views

[quote]1) siege frigates[/quote] I haven't had any problem since the patch, they drop like flies to my defenses when the computer sends them at me. [quote]2) ship solid cap.[/quote] Kinda agree, I wish it was more like you could support X ships per planet, with research making X larger, like in the beta. Not sure why they went the solid cap route... [quote]3) swarms[/quote] I have no problem with swatting swarms away using a balanced force, never have

96 Replies 133,074 Views

The manual should be in your game folder, not exactly downloadable but you could stick it on a thumbdrive or something.

3 Replies 13,021 Views

How are you connected? Wireless or wired? Are you using a router or just a modem? What's your ISP? Do you have any sort of QoS setting (if you don't know the answer then you're probably good). Could just be a messed up router/modem setting though, have you tried reformatting the router/modem/whatever you use or upgrading the firmware? Best of luck getting this figured out, no fun at all to be stopped by technical problems.

35 Replies 20,913 Views

[quote]The point is: Since the enemy ship will lose all its shields before dying anyway the shield penetration simply makes no sense. It would die just as fast with no shield penetration at all. It is only useful in 100% missile fleets and with enemies that have a lot more shields then hull.[/quote] Wrong. Sorry, but that's flat out wrong. Perhaps it's a math error, missiles do more damage to hull unless I'm mistaken, but with maxed phasing missiles my fleets drop enemy ships long b

43 Replies 21,110 Views

I'm not sure if it's because they have all the coolest abilities or if it's something else but the Vasari seem to have quite a few bugs with their abilities. I noticed three in a game yesterday and thought I'd might as well point them out here... Whatever the ship the Vasari have for planet bombardment is called it's second ability has a small bug in that the range it can be activated from the planet is just slightly greater than it's default fire range. In other words if left to its ow

0 Replies 2,456 Views

I have a quick question about this tool, is there no way to make a mod with altered IDS files? (the ones that have IDS_etc as their name in the entity files). I'd like to change a small part of the tech tree for a mod and need to add a research subject but I can't find the file that seems to contain that data (IDS_TECH_RESEARCHFIELD_COMBAT) anywhere. Thanks for any help, and for such an amusing mod setup. Even if I haven't accomplished anything with it (yet) it's a lot of fun :P.

95 Replies 70,133 Views

I got mine 2 days ago, very cool, though I wish the ships on the cover were embossed like the collector's edition logo.

13 Replies 25,489 Views

[quote]if the AI has no visual on my fleet, then why does it run as soon as I initiate phase jump to reinforce my planets?[/quote] There's a research for all 3 empires that allows them to see fleets jumping to their planets 1 to 2 jumps away. [quote]why do I never get to force AI players to give ME money for loyalty?[/quote] Agreed. Threatening the AIs in Galactic Civ was a lot of fun :P. [quote]why do the AI always, always end up in a 3v1 alliance?[/quote] I'm

20 Replies 25,910 Views

If this one starts to get off the ground definitely hit me with a pm. I'd love to help out. Though my artistic abilities are nonexistent and I don't have much experience with modding in particular I learn fast and have programming experience. Perhaps the mod should simply replace capital ships with carriers, each different in it's abilities and the types of fighters it can carry (definitely need more than just 2 types of ships right?). Perhaps each carrier could carry two different typ

42 Replies 21,788 Views

[quote]They still need a cap ship along with some frigs in order to expand. Also, since their ships cost more they can't really quickly cap an ice / volcanic planet - meaning they have to look for astroids, desert, or terran planets - the latter of which also have a lot of enemies sitting idle. Everyone says they're different, but I don't see it. If I'm going against TEC I usually try brute force, and if it's advent, then I'll research phase missiles and focus on getting transports

57 Replies 32,688 Views

[quote]I feel like rome--over-extended. each acquisition, even asteroids, seem to create more liability and instability for maintaining empire (end up shuttling fleets back and forth to deal with attacks, while taking gradual losses[/quote] And that is part of what makes this game great :P. It's not enough to just claim worlds, you have to be able to hold them. In response to your questions 1. I would try putting up shield generators at every planet. They're actually very

27 Replies 16,966 Views
Reply to Kostura Cannon in Strategy

[quote]So with 10 you could kill all defenses with one shot? lol I still think Dark Armada seems to be the best overall ability.[/quote] Something tells me it's 10% of current HP, not max. That something is the fact that I built and fired 5 at a planet and its defenses were not at half health...yeah, I'm a total turtle :P. [quote]During my game yesterday I ended up getting the marauder to 6th and Dark armada gave me something like 60+ heavy cruisers. Every time I'd hit fleet

57 Replies 31,838 Views

[quote] The Scifi channel? [/quote] Ohh...interesting...that might be a good way to get new fans, if you could get it on during Stargate Atlantis or something and make it catchy. [quote] I think you should simply blast the sins logo into the surface of the moon. Failing that, once you have a demo, get some space on the gaming sites. People who arent decided yet might be swayed by a demo, and you don't want to

45 Replies 37,093 Views

That line, and method of thinking, is one of the reasons I've become a fan of Stardock, along with the awesome games. I would never have pre-ordered an game like Sins for the full price from any other company, even if they'd offered access to the beta. With Stardock and Ironclad I not only knew the game would be at worst decent (good enough to enjoy) but also that I would be supporting a company who actually cares about it's customers, and that's enough for me :).

22 Replies 45,221 Views

[quote] Personally, I wish that the Artifact research screen was really brought back into play. Ie; you Explore a planet, find an artifact, but have no clue what it is. Thus, you 'research' it -- low cost, but time consuming (relative to other technologies). Only once you've finished researching it do you find out what it does, and gain the affects of it. Essentially learning how to turn it on and integrating it with your race's technology. As is.. just kinda seems..

11 Replies 8,021 Views

[quote]I wish something extraordinary stood out for the other two that was on par with defenders and their networking ability that forced the others to look out and prepare for the strategies that come from those abilities. What do you do with the TEC? Stop buying things[/quote] Vasari - Extraordinary scouting, you can watch enemy fleets moving around without ever building a scout ship :P. Their phasing missiles are also very effective. TEC - Extraordinary armor. Research that

58 Replies 32,262 Views

[quote] Sounds like people who are frustrated with defense should go Vasari. [/quote] They do have excellent defense, especially with the nano thing that slows enemy attacks. The TEC shield generator is still nice to have though, as well as the advent damage bonus :P.

7 Replies 19,070 Views
Reply to Phase Missiles in Strategy

I went all the way down the tech path before making my invasion, and had 30 of the missile ships and 5 of the missile capital ships. My first target was the TEC, and I noticed many, many ships dropping with decent shields left (had a Marza go down with half shields while running, that was funny :P). It was very useful there, though it would have been less useful had the AI researched the armor improvements (it was obvious that the AI had no armor or hull improvements). Attacked the Adve

8 Replies 7,418 Views