Binksy

Binksy

Joined Member # 2810542
4 Posts 87 Replies 365 Reputation

Nope. You can get pretty close with the minimilistic mod that's somewhere on these forums and cinematic mode, but you can't just turn it off. I wish you could as well, it would be nice in those battles you don't really need to control but just want to watch...

5 Replies 15,210 Views

Yes, mid game, about 1:30 in, 3 games in a row now. Take my entire fleet (probably 3 caps and 30-50 frigates) and simply stage an all out assault, I've only had to retreat once because of an AI attack while I was fighting the pirates. I usually lose 2-10 frigates and no caps. Also did a late game raid on a pirate base in one of my enemy's space after taking it, had 6-9 caps and a full fleet supply (probably 50-100 frigates, I didn't build them, got them from the Dark Fleet ability), tha

14 Replies 21,686 Views

[quote]But the more the Vasari kill their past, the more they kill themselves. The further in the future you go the greater the amount of gone people. You kill Vasari#83821 and all of a sudden a genious inovator and his 89 awesome pilots of win dissapear, and now all sorts of things change and either their up against 9000 more people or 9000 less.[/quote] Unless the timeline the future Vasari came from is one in which they went back to the past, in that case only those who survive the V

69 Replies 94,425 Views

[quote]The Vasari one doesn't do enough damage or disable the structures long enough to be of much tactical use. Maybe if you had a bunch of them and fired them off in succession, but by the point you have that much cash the fate of the galaxy is probably decided anyway.[/quote] Nope, that doesn't work. Unless I'm mistaken the weapon also disables your ships, so firing them off repeatedly at the same planet wouldn't help, you'd still have the same short time from your fleet arriving to

46 Replies 38,596 Views

[quote]Ok, I've Well, if the cutscene is anything, the hints are that they're running from some out of control experiment to do with FTL travel. Maybe they birthed a brand new universe and its eating the old one up as fast as it expands? It moves at the speed of light, so no return signal is possible. By the time you detect it, you're already gone. Ok, I've got to give you credit for originality on that one. I don't think I've ever heard of "running fro

69 Replies 94,425 Views

[quote]It's not very modest, other than the fact you're basically suggesting that it be modded and not addressed by the developers.[/quote] I see you've never read Jonathan Swift's "A Modest Proposal" :P. This was far too good of an idea to deserve that title :P. I like it, the possibilities are quite vast. Perhaps you could even have a 'Civilian Station' building of some kind that would allow you a modest credit income without the need of a planet. Hmm...how about this for a s

24 Replies 35,258 Views

[quote]Why does everyone hate turtling? It only works so long and CAN be broken. Just concentrate attacks on the PJI and when it blows move on and start trashing their econ.[/quote] I know, it's almost like they want the game to have only 1 strategy and for those of us who prefer to defend ourselves to get kicked out of the game. Turtling, Booming, and Rushing are all legitimate strategies and should all be encouraged, for a good example of a game that does that just look at Age of Emp

46 Replies 38,596 Views

I agree with most of what you have to say. Superweapons really aren't that useful and are kinda lame to be honest. I've tried out all 3 and while they do bring some interesting tactics to the game I'd much rather be rid of them and have the old PJI's back. Sins doesn't need superweapons, or at least not the ones we currently have. Right now there are 2 ways to win, out-culture (hard) or destroy. It seems like, with superweapons, they were trying to add a third way, out-tech/resource your opponen

46 Replies 38,596 Views

Worked fine for me, sounds like you were still building a needed lab OR one of your labs had activated its phase shield.

4 Replies 3,956 Views

What level are you playing on? What ships are you using? Fleet size is less important than composition.

22 Replies 37,021 Views

Yes, there's no 'install on 1 computer' or anything like that, as far as I know there's no condition that can stop you from reinstalling a game. If you're really worried then just archive the game, burn that to a disk, and use that to reinstall.

2 Replies 2,503 Views

I agree that the audio could use some help. Right now I tend to play the game with music in the background (my music, not the games) because there's not really much information or amusement in the game's audio, it's good (especially the music) but repetitive and a little ship to ship chatter would be fun, doesn't even need to be synced, just put in some random 'Watch your flank Alpha 2' kinda stuff at random and battles would be much more interesting to watch :P.

21 Replies 28,273 Views

[quote]The thing with carrier cruisers is you shouldn't group them. Let them just hang out at the edge of the gravity well. If you group them in a fleet they'll fly around the center of the battle and get shot.[/quote] How are you using them? Are you ordering all your ships to head to the center of the gravity well? If you order your ships to jump to a planet and then give the group attack orders (not move) then the carriers will hang out at the edge of the gravity well just fine even

53 Replies 27,641 Views

Good ideas. The Diplomacy one is pretty much already implemented (if the only remaining races have peace treaties with you then you win, at least in single player games) but the others look very interesting.

14 Replies 26,522 Views

Playing as the TEC I usually have more credits on hand than the other races, which is nice as I usually have to sell metal or crystal to get credits with the other two races. Their ships also feel a lot more durable, at least with the top tier armor researched (I'd hear the 'Your Capital Ship's shields are down!' and not care because I knew it still had a ton of health left :P). Playing as the Advent I found that their shields and fighters were far better than the other races, that dama

22 Replies 15,621 Views

Long story short the shields saved a number of my structures from an enemy fleet that had evaded my backup fleet and reached my planet. This was very cool. However when I went to fire my superweapon I found it was disabled (only had a stop button). This was confusing. After about 10 minutes I tracked down the problem to the planet that had just been attacked...the shields were still up on 2 of my research labs, a civilian lab, and a crystal miner. They were up at least 15 minutes after the enemy

3 Replies 4,334 Views

Normally alt-h, though you can change it in the key bindings (I set mine to delete, more intuative). There's also a button at the bottom of the picture, it's really small to it's easy to miss.

5 Replies 13,816 Views

[quote]As for the second part, logically it shouldn't happen...[/quote] Why not? There have been plenty of times in history that a culture has taken on the traits of another it recently defeated. Capital ships do help, and this is where the Advent superweapon really shines (one shot can deculture 3-4 planets if aimed properly). If the culture is still increasing, however, that means you left a media hub alive. Once a planet is destroyed and there's no culture flowing through it

12 Replies 19,333 Views

The AI has been decent from what I've seen. There's definitely room for improvement, and the removal of some cheap tactics (not the hit and run, more the 'hey, this guy just took his main fleet away from his base...want to double team him even though we're not allied?' behavior) but it does put up a fight. Perhaps it's from playing in the beta, or maybe it's just that the AI's not meant to handle ultra-defensive players like myself playing on maps practically built for them (woot for do

10 Replies 23,163 Views

[quote]In come superweapons...[/quote] Ahh...now that makes sense actually, never thought about that. Good reason to nerf the PJI's then, I couldn't figure out what had led to that decision but I suspect it was something like this combined with the Deathstars (which I probably contributed to :P, turtle all the way!)

101 Replies 74,873 Views

[quote]Returning Armada is an added ability to your phase gates. Basically, once they fill up on antimatter, they'll spawn a few random ships that will phase jump to the gravity well of the phase gate. This shouldn't bring you over the fleet cap, but it's free ships for every phase gate you have[/quote] And, if you get it early enough and build enough phase gates (having rear planets which don't need defense is good for this) it can be a huge boom. Last game I played as the Vasari I sim

7 Replies 19,463 Views

[quote]Please make this optional for those of us that like to see it through to the bitter end.[/quote] Preferably like the Age of Empire's system, where the AI offers their surrender, with an accept or 'Die treacherous dogs!' option :P. I like all of them really, especially 9 (even though I'm usually the one with the superweapons :P) 12 (No more scouts wandering my rear planets uninhibited? Yes please) and 17 and 18. Glad to see you guys have such a list. Personally I

47 Replies 51,483 Views