Daishzen

Daishzen

Joined Member # 2845873
21 Posts 120 Replies 629 Reputation

The way that fleet upkeep should work is that every frigate, cruiser, and capital ship consumes x amount of resources/sec. This amount would obviously be very low since it is based on a per ship basis. Fleet research would still be used to increase your maximum fleet size but the upkeep per ship would become less efficient to reflect the growing bureaucracy that comes with having a larger fleet infrastructure. This way there is still a choice between having the absolute largest fleet and havi

4 Replies 7,595 Views

ok, but in order to travel through the wormhole as a wormhole, i need to know where it goes to, its not like ships have a button that says, enter wormhole, so how do I find out where the wormhole goes so that i can tell the ships to travel through the wormhole?

5 Replies 17,118 Views

I've got a post up about the problems and benefits of the current fleet implementation. [link="https://forums.sinsofasolarempire.com/?forumid=408&aid=176399#1453917"]WWW Link[/link] I've already mentioned this problem in it, but the more people we have thinking on fixes, the better.

14 Replies 17,350 Views

yep, all energy weapons in the game get the buff, lasers, plasma, beam, the vasari wave and pulse guns, their all energy guns. And based on the ability text, i think the ability applies to your enemies as well, but that doesn't seem right. I'm hoping it only applies to your forces and your allies, but who knows.

3 Replies 7,056 Views

So, I was wondering if anyone had figured out what the requirement was for ships to discover a wormhole's connection point because I have researched wormholes, but when I click on the wormholes they don't show me where they connect to. Do I need to discover the exit by normal means or what?

5 Replies 17,118 Views

Vasari Ships are more durable (Hull) than the other two Also, Vasari have the ability to have the largest fleet. TEC will have the most logistics slots on a planet. Advent have the most tac slots on a planet. These three differences alone are game changing. Vasari can be even with another empire based on empire size (i.e. # of each planet type) research, planet upgrades, etc. but they will have more fleet points from the same number of fleet logistics because

22 Replies 15,592 Views

Thats what I was thinking as well, although in order for it to be effective some of the other suggestions need to be implemented as well, only having 10 easily accessible fleets would be a real pain if I had to have my cap ships for each fleet under a different fleet icon from the rest of the combat ships just so that the fleet would keep fighting and moving when caps went after the planet. Right now I only have two effective fleets in my game, and i'm using up 8 or 9 command groups just so th

22 Replies 12,569 Views

kreyson, if you're playing advent they don't have refineries, their trade ports have an ability to increase resource output instead, if your vasari or tec, then yeah its a research, at about the 4th level of the empire research. the build button for it is under logistics and is right next to the back button.

5 Replies 9,414 Views

Well I don't know about a virus or disease, but the opening cinematic shows the problem starting at a transportation lab, so I'm thinking the vasari started playing around with ways to change the structure of space around a ship in order to enable it to travel faster than light, and they wound up creating something like the warp grenades from David Weber's Empire from the Ashes series except supersized. A warp grenade is a grenade that emits a field that drags things into another layer of reali

3 Replies 12,603 Views

So, having been in the beta test without fleets, I'm glad that the devs put them in since it keeps ship management at a much more macro level since the fleets removed the old problem of one random frigate going out to attack an entire fleet, but the fleets in their current implementation are just a step in the right direction, a very small step. [B]What's done right:[/B] 1) Fleets stay together and attack the same general group of ships 2) The Player can modify just about a

22 Replies 12,569 Views
Reply to Wormholes? in Sins Modding

lol, sweet, thats what i thought this was for, but i couldn't figure out why a planet would be a wormhole.

12 Replies 9,956 Views
Reply to Wormholes? in Sins Modding

you mean they removed phaselanes in the final version, what did they do instead? Or are you talking about something from an earlier beta?

12 Replies 9,956 Views

I'm pretty sure I saw something about this somewhere else, but I can't find it now. I was just wondering if anyone had found a way to put multiple entities in the same grav well. I'm pretty sure its not, but I was thinking that a new entity type with a new mesh and everything could be made to do this although that is quite a bit of extra work.

15 Replies 11,145 Views

isWormhole FALSE minShadow 0.000000 maxShadow 0.000000 So while I was looking through the gameinfo folder for Sins, I noticed that every orbital entity had this entry in it, and all of them are set to the exact same thing. But I was wondering if anybody had figured out what this entry does. Does it allow us to make extra solar phaselane connections with planets, or what? Since nothing in the betas has this as true, it would make sense that it is for some sort of ability i

12 Replies 9,956 Views

[quote]2. Also, I'm reinstalling now because I just started a game where it was auto-placing my structures. For example, I could build a defense platform and as soon as i clicked build, it began constructing in a location apparently chosen at random. It was the kind of thing that made me thing I had accidentally turned on scroll lock or something. But I restared my computer and had the same problem.[/quote] you don't need to restart. all you did is hit "K" on accident which turned auto

9 Replies 14,842 Views

Psugar, I think I do, I'm not at my sins comp right now, where should I email it?

50 Replies 67,130 Views

Psugar, I get the crash during large combat actions over planets that are not mine when I zoom in to watch or issue specific commands and I have yet to reproduce it when I have the empire window in default mode.

50 Replies 67,130 Views

I can see your points Ron, and I have started using the shift click since it was pointed out earlier in the post, but I would like to see the text entry because it gives the option to anyone who wants it and you could implement it so that it also works just like the present system.

23 Replies 5,097 Views

Simple, Sovas essentially have more firepower than a kol and their more versatile. The Dunov doubles the life of any ship near it, and reduces the combat effectiveness of enemy ships near it. Meaning that instead of simply fighting an enemy with fully capable ships, I fight an enemy who has ships without abilities and without shields meaning that they are at best half as effective as my ships are, and with the akkan thrown in, its more like 2.5 times as effective as the enemy. The Dunov isn't

14 Replies 3,362 Views

I like using a mixed force of capital ships; Sova, Akkan, and Dunov are essential; Kol less so and Marza only if I've got cash to blow (Which happens SO often) Anyways, back that mix of caps up with some fire squads of cobalts and missile frigs and it has yet to be beaten by the comp. I haven't used any of the cruisers since the update simply because I've been crashing before I teched up that much, but

14 Replies 3,362 Views

Just a note on the empire window crash, it seems to only happen when I am engaged in combat at an enemy world and something massively changes the number of ships present in the system (i.e. AI fleeing, AI getting routed). I only mention those two because it only seems to happen when there is a change in enemy ship presence.

50 Replies 67,130 Views