Harpo, i've done some tinkering with Goafan77's directions. and in order to get the independent colonies like with the slider in the map designer, simply set the "colonize chance" field in the text editor to 1. Also, if you are using templates, the planet owner and colonize chance fields for the template itself have to be set to "RandomMilitia" and "1" respectively. and the owner is case sensitive. just tried it on a map I've been working on, and it works beautif
Daishzen
Everything you said in the post was great, but I think carrying over the PJI from beta as is to a starbase ability is a bit overpowered, i think a PJI ability that drains antimatter slowly over time would be better, or you could have the PJI be a targetable subsystem of the starbase so that you could knock it out of comission to allow a raiding party through. after all raids are a valid strategy, but they shouldn't be so easy to pull off.
Anyone know where the map designer in Sins saves the maps that it creates to? I've looked in the galaxy folder, and it only has the official maps.
So, if grav well control is supposed to be what entrenchment is fixing, then we need some actual grav well controlling units. Frankly, entrenchment wouldn't have even been needed if we'd still had the mark one phase disruptors from beta that prevented phase jumping instead of just slowing it. I know I had plenty of pitched battles with that to keep my grav wells from just being stepping stones. Admittedly it was a bit of pain if you got trapped by one, but that was the whole
This is a pretty simple bug, the colony pods upgrade on the vasari starbase is buildable without being researched. Doesn't seem to be any complicated way to trigger it, it just doesn't require the research.
So, in my most recent game, I was blocked off from expanding, needed some extra production and resource structures, and then said to myself, "I've researched everything militarily that I could possibly need, Why don't I get rid of a few labs?" Imagine my surprise when my production of my high grade units ground to a halt while my upgrades and abilities continued to function. Now, if I understand Research correctly, my empire researches a tech in order to completely understand it and ha
gotta go with the % chance to have a phase engine burn out on the other side of the phase lane, makes pji's actually have an effect, and if you really wanted to wheedle their fleet down, you could follow them with your fleet to finish off the lamed ships. I'd also like to see another level of hangar that deployed a few small frigates to assist in defense. They'd have a little more firepower than bombers, and be alot more durable. A defended planet should be a tough nut to crack even on its ow
it just acts like the shields are down so by the time the shields are down and all your other weps come streaming in on the hull, the hull is already down as much as a quarter or maybe even half strength or less, depending on if the enemy fleet had any shield booster ships in it. When a ship is hit with phase missiles, it takes hull damage unless its phased out. Its hard to see some of this because damage currently isn't assigned to a target until the end of the weapons firing sequence
[quote]LintMan February 11, 2008 22:45:45 3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res should be in parallel. Failing that, it'd be nice to know which item is currently researching so I don't have to hunt through the 3 trees looking for it. And it'd also be nice to somehow see the order things will be researched in, if I have a bunch selected 6 - make cap ships a more affordable in term
I'm just going on play experience, buth in final and beta. When shields are up, there is no damage done to hull whatsoever unless its a shield negating attack, like the vasari phase missiles. If the attack negates the shields, from what i've seen, it acts like there were no shields to stop it.
One more thing, could we get the shift-click muliplier function for buying from the black market back? and an option to change the key binding for the menu
Couldn't edit, as someone else posted. So what was left out of the previous post: Diplomacy: A summary of current relations between the different players, something that shows who is allied with who and what not. This could require an espionage research or something. (obviously for a later patch) And can we possibly give missions to factions? Last but not least, could the NPC Colonies be diplomatically interactable.
So, I forgot a few things in my previous post. One thing that really annoys me is that damage is not assigned as it happens, but at the end of the firing cycle, this means that a ship that is at 1 hp and 0 shields does not die until the end of the firing cycle of the ship(s) attacking it. This leads to ships being able to contribute damage long after they were technically destroyed, it also leads to shields recharging to a level that they would not have recharged to if damage was assig
shield mitigation doesn't affect damage done directly to the hull, i.e. shields down or negated. What it does do is increases the efficiency of the shields so that 250 shield points with only a 15% mitigation factor will take much less damage before dropping than that same 250 shield points with a 75% mitigation factor. because of this, the vasari tech to have missiles ignore shields is very useful, especially if the fleet you are fighting has some nice shield regeneration abilities. i
I'd like the pirates to be able to use Wormholes, as it is right now, they just use the phaselines and attack the first planet they come to. Using wormholes they could penetrate your empire a little farther and hit a better target. This would also allow some great custom map opportunities where the pirate base isn't connected via phaseline to anything, and has a wormhole connection that keeps players from attacking the pirate base to early or even knowing where they are. Also, could w
its easy, you tell it, i want you to retreat when your hull/shields are at x% and/or x%. should also be an option for telling the ships not to go beyond a certain distance from the grav well's edge so that retreats are still possible.
that's pretty much what I was thinking wilko, hopefully we can get something changed about fleets, as they are now, there kind of an annoyance instead of an asset. John, I'm not sure about your auto join problem, I do much the same thing as you, but I don't have a problem with ships joining the wrong fleet. Are you sure the planet is rallied to the fleet flagship and not the planet or just some ship in the fleet?
lol, considering that we beta testers badgered them about it through the entire beta process, I doubt it'll happen, but I'll keep my fingers crossed.
@GeoRElrod as far as i know nesting is impossible, I wish it wasn't as I would love to be able to have strikegroups in my fleet, but oh well. As for your comments about the siege ships in the fleet, i don't really have a problem with siege ships being in separate fleets since they don't have any business being on the pointy end of the stick that is my fleet stabbing into the enemy's planet. What I was more annoyed with in that issue was the fact that cap ships also bomb planets and so
its not paper rock scissors. I think combined arms is a better approach because instead of losing say 20% of your total combat strength when you lose a ship (i.e. high lvl cap ship loss with an all cap ship fleet) you only lose 1% of your total combat capability with each loss (i.e. frigate loss in a combined arms force). Also, you have some really nice abilities in some of the frigs and cruisers like the advent having a cruiser that takes a third of the damage coming into all ships around it
agreed xenpo, although it would be nice if you could set it to retreat to the edge of the grav well at say 40% health and then phase jump out at 25% health.
Also, if we could set rally points on fleets instead of a specific ship in the fleet. that would be great
yeah, but in a large game, those warnings tend to get covered up by other happenings.
yep combined arms will beat a cap ship fleet any day of the week. (as long as it is two actual players going at it and not a player vs. ai). The problem with using cap ships only is that on a damage/fleet point usage and a Health/fleet point usage, the capital ships come up short until you get to really high levels (like 8 or so). The actual ratios break even between frigs, cruisers, and caps at a lower level, but the fact that if all your fleet points are in cap ships, you will lose larger ch
personally, I never understood why Ironclad nerfed the PJI in beta 3, it originally stopped all non-ally phasejumping in the grav well. Frankly the only way that the PJI in its original implementation was overpowered was that it didn't cost enough (tac slots or resources). Personally I think we should move back to that PJI since it also brings strategy back to the game instead of just romping through the systems with a couple of massive fleets which is what happens now because there is no pena