1. Maybe I just haven't gotten to the end of the tech tree yet, but where are the really big space ships? Or was that completely cut? Wasn't there a ship that sucked resources off a planet, or did that get cut? 2. [B]Nukes[/B] I notice that sometimes, all of my structures are clumped together. If I have research structures, repair platforms, ship construction, and attack platforms squeezed together they're easier to defend. If every faction had a nuclear missile vessel added, i
startrekdork
Is there any way you can mod out the stupid looking "energy waves" that the Vasari ships fire? Maybe a Kol beam energy wave to replace them, but the color green or something. Or am I the only one that feels that weird boomarang shapes doesn't make sense for a weapon effect?
I would have liked it if the Flagship was either a main capital ship but significantly more powerful, or it's own separate entity of a space ship. Kind of like how the Enterprise is always the best ship out of the fleet in whatever Star Trek time period you have, as opposed to the flagship just being another generic ship that just happens to be housing the President/Emperor of government, so that when it gets destroyed your civilization gets wiped out...........?
You guys should probably try playing Supreme Commander a little In Supreme Commander you essentially had three "types" of end-game super-weapons to break ties. First off was the nuke launcher, which fired nukes (that had a horrible build time and cost) which could be shot down if y
You don't need to like me. Seriously, it's the format from Gal Civ II. Sins is basically using the research tree from Rise of Nations. What it needs is the research tree of Imperium Galactica II and Hegemonia (Each upgrade had it's own name, i.e. ECM, Magnetic Shielding, Phase Shielding), Conquest Frontier Wars (In order to be able to build advanced ships, you had to have several things researched as well as individual facilities built, i.e. for a carrier, you needed
I think if you renamed and revamped the techs a little. Rather then Advanced Fighter Level 1, give each tech an interesting name, description, and reason for what it does. For example: Advanced Fighter Level 1 becomes: Lateral Thruster Improvement Description is: Makes Fighters more maneuverable in combat. The reason: Our scientists have finally figured out how to accurately attach thrusters allowing our fighters to control more accurately etc etc etc. Yo
So whatever happened to this? I think it's a great idea, but would love it if it were expanded to all eras.
This game is so much more intuitive then Supreme Commander. If you pick up Sins, just set it to easy the first time, because there is some light reading and looking around you'll probably want to do. Also, you might want to assign an A.I. as your ally, that way at least one person will be there to help you. Each planet is it's own location that needs to be built and worked upon. You can set the game to last flagship standing, so there if that ship gets destroyed it's
I also would like a response. The game has expand down perfect, it has exterminate, it kind of has explore, but the exploit part....? I really wouldn't mind a Sim City in space. The first time I turned the game on and started building ships I realized it felt like there was this huge element missing. You build ships, shipyards, research labs, and you kind of have a limited planet management set up. As well as some basic defense structures. You could add rea
You want to add personality to the game, add a radio static to the ship communications.
That was a feature in Nexus the Jupiter Incident. When a ship was about to explode escape pods launched from it. You didn't always blow a ship up, you just damaged it to the point where the crew abandons ship, then the ship floats in orbit spinning around because it's lost it's stabilizers. I don't remember the purpose of escape pods, just that they existed. I think you got a higher score at the end of a level for the more escape pods you picked up. Also, a higher experience level for
I for one would like it if the pirates had more A.I. or personality. 1. It feels like they don't always need to attack me. Sometimes my bounty is really low but I always have a freaking pirate attack. 2. Pirates in a system before you get there has never made that much sense to me. Roaming space aliens does, but a bunch of pirates hanging around a planet throws me off. 3. They come in, blow my stuff up, attack me, bomb my planets, and then eventually I kill them all.
The other day I had a massive fleet in a heavily defended system just sort of sitting around waiting to attack. The enemy sent their own massive fleet into my system. An epic battle ensued. At the beginning of the battle, I locked onto a bomber squad and zoomed in real close. I watched the entire battle from the perspective of the bomber squad. I watched six bomber groups all descend on one enemy carrier in one fluid movement launching their missiles and breaking away. I watc
Medals would be cool, and you would think it would be a really easy feature to add in. For example, a capital ship destroys another capital ship around a system it could get The Battle of Phemos award or something. Like when at the end of a goldeneye level everyone gets generic medals based on how well they did. I also wish the capital ships had captains with little bios to give them that much more depth.
Seriously guys...if I recall, the end of Dungeon Keeper II is the Dungeon Master or your character or whatever stepping out into the light seeing bright sun shine and plants. So yes, this is like the pseudo Dungeon Keeper III.
Whoa whoa... You never used a nuke in Nexus that not only wiped out all your ships but also the enemies? You had five or six ships and the enemies ships and one nuke goes off right in the middle and bam game over. It was like a super nova going off! That or the missiles that took out shields, that would ruin your day. You had missiles.....and you had torpedoes. I think torpedoes were the ones that took shields in three hits. I'm talking about Battlestar Gala
I agree with everyone else. I play the game in a window and watch a movie on my computer. It definitely has stretches where there is nothing to do. I think the Civ/City management of the game could use improvement to fill the gaps of war. Right now I just blindly click on the build button repeatedly, not even really caring where things are built around my planets or what is built. It feels too much like a dry cut and paste kind of thing. I build stuff around a planet
That's chart is misleading on the amount of technology that is utilized. Half of it is weapons technology, and you usually only research one branch of weapons technology. But it is a fun trip down memory lane! Some of the technology you had in Starships Unlimited: Teleporters: In the game you explore planets and they have weird aliens around them that you have to kill, once they're killed a shuttle flies to the planet to pick up artifacts on the surface. With teleport
I think that starbases would have to have something to set them apart though, and a limit of one per system. Either a module system, where a starbase would have modules placed on it, making some starbases more powerful over others or Multiple types of starbases. Scout starbase: Your basic outpost. Weak but affordable! Fighter base: Obviously, contains hangers and can dispatch tons of fighters/bombers, as well as defend against them. Battle base: All
When I first saw the technology tree I thought it looked really confusing. Like, I had to reach five level one techs before I could begin researching level two? On top of that, now I have to build more then one research laboratory to get to higher levels? I like the idea that you can build on research laboratory, and then upgrade that laboratory by adding on module after module to it. The more modules the higher the tech tree allows, maybe even give each module a snazzy name like Zero G
I like the idea of supplies, it was done well in Conquest Frontier Wars. Ships in that game could form a fleet with an admiral, and each ship had it's own amount of supplies. Supplies drained over time and if the ships were in combat they drained even more. I'd like to see fuel/supplies on ships. Imagine this for a strategy. Your fleet needs fuel or maybe supplies, where do you restock them? Refuel stations. You can build them around planets and they could produce s
That is a problem, the technology tree should reflect the point in time you are in the game. It feels like the beginning and end aren't that much different when technology comes into play. Also, more stuff that you can build needs to be researchable. I know the TEC is all about trade and make shift war cruisers, but it feels like there should be at least one or two cloakable ships. An aircraft carrier that's stealthy and fires torpedoes, like a submarine, a fighter/
I love when a technology you research actually has a visual impact on the game that you can see. I was playing a game, Rise and Fall: Civilizations at War, and despite the game kind of stinking, it still had some pretty good stuff. For instance, I upgraded Chariot Archers, and now every time they fire an arrow it kills an enemy soldier in one shot. Not just kill them, but now, the soldier catches on fire and burns then collapses. Crazy. Another good example is Starshi
TEC needs some diverse multicultural voice accents. Russian, British, German, Japanese accents. Right now, it feels like two people did the voice work for the game and they're trying to sound like ten people.
Multianna, what other mods have you worked on for Sins? Did you manage to add in new ships? I mean new ships with the current models but different values.