[quote who="madgelo" reply="10" id="1998966"]who ever think that that ability is not OP is either ignorant, retarded or biased [/quote] That's not true, they could be all three. Why do you not like Halle Berry. Can't you see she is beautiful? The math is quite simple: Halle Berry (HB) is the personification of beautiful diversification (BD). The Marza (MZ)is likewise beautifully diversified as it is beautifully different than the other race'
EBITAD
Since there are so many existing counters to the Marza spam, since getting multiple Marza's to level 6 is not a given, and since the Marza spam would be very vulnerable to strikecraft which make up a healty portion of most fleets, I can not see any reason to nerf thsi ability. It may be more powerful than some of the other level 6 abilities, but this seems to only be the case if you ignore it and fail to counter it. There is no way to make all cap ship abilities equal at every lev
it is too bad there are not any replays. I became interested in this game orignally after watching some replays. I would like to recommend the game designers post a game replay as an example until another skilled player has an opportunity to do so. It could add some additional sales and be an effective form of advertisement for the upcomming modules.
If scouts had an ability to mine sweep that could be enabled to automatic just like any other ability you could just bring a group of scouts in and have them perform this function by the ai, just like enabling them to scout.
Sometimes a colony ship is the best scout. Some of the best intelligence comes from asteroids or gas giants with obtainable resources. The ai tends not to disturb these once you aquire the extractor. This provides not only resources but free real time intelligence for the rest of the game. This is why it is important to build more than 1 colony ship early to quickly capture these positions.
Why would anyone spend the time or effort to develop the game for Linux? Linux may have had about 1 1/3rd % of the market last year, and how many of those were interested in 4x games? Maybe it has 5 or 6% of the market now. It would be akin to making voice overs in Swahili. We are really departing from commercial reasonableness. Your email might better be addressed to Santa Claus as these types of desires are really more up his alley. Th
nOObinator5000, You are not giving us much to go on. How are you losing? Her are some ideas: Maybe you are only playing small maps, which I think are more difficult than a little larger maps. Lock the ai so that they can not align formally against you. Turn off pirates if you find yourself getting beat up by them all the time, however they can be a great allie and source for experience level for your caps. TEC is likely the easiest race to p
[quote who="BlackWizardMagus" reply="16" id="1953511"]I don't see why. When the strategy is so easy, what's the harm? On small maps, sure, you would almost have to stop progress to do it, but on large maps, it's nice. Since you usually have multiple pirate bases or one easily accessible one near the center, it'd be easy to get at least one with an hour or more of gametime left. [/quote] I thought the same thing, why not do it if it is so easy. I don't want to speak for othe
[quote who="Pherdnut" reply="18" id="1953779"]I prefer to give a nice XP boost to my caps with all the crap at the pirate base. [/quote] If you owned their base you could make it like a hunting preserve for your caps. Send your caps in one at at time. Gain experience and then leave. As the number of pirate ships declined the process could be accelerated and by sending in one cap at a time you would not be splitting the expereince between multiple caps,
quote who="CoolJets" reply="13" id="1953316"]The point is, if you can afford 2 novalith cannons, you could have probably won the game (or be well on your way) without messing around with the pirates. [/quote] You are correct, only if you enjoy conquering the pirates or are a completist would this strategy be appealing. I may be alone but I fit into both categories.
[quote who="AntiCommie" reply="10" id="1952758"]interesting idea, but if I have 2 nova I dont think I've let the pirate base last that long. [/quote] AntiCommie-You may not know but colonizing the pirate base nets up to 3.5 credits a second (depending on alliegance), which is likely second only to your home world in credit production. That's 210 a minute or a new Kol every 14 1/4 minutes. So destoying their base and not colonizing it is like burning down
You bring up a good point about the supply cap, these ships will defend your new very lucrative asset for the rest of the game without adding anything to your supply cap. Yes, you are correct, they do not have siege frigates at their own base, They never thought they needed them. HAHAHAHA.
I don't know why, but this idea came to me and I tried it out and it could not have worked better. Ingredients: 2 Novlaith Cannons 1 Akkan 1 Pirate Base. Fire both Novalith Cannons at the Pirate base at around the same time. Then send the Akkan to colonize. Make sure its other abilities are not set to autocast. Upon entering the Pirate Base grav well, direct it immediately to colonize the now sanitary pirate base. Upon completion
Did you name the new saved the game the same as a previous saved game. In the past when I have updated to a new version of SINS and not deleted all my previous version saved games and saved using a name like "game 1" or something already in the saved game que, I have had trouble with the new saved game. I have only played one new game, but have saved it several times and each time it restarted fine. Have you tried to paly it from your autosave games?
I find if you just speak louder and add an "o" at the end of the key words most people can understand english. Such as "WHEREO IS YOUR TELEPHONO."
Wouldn't the real purpose of the mine field be to slow an advancing fleet? As such they are not really there to do damage to ships, but to slow them down by forcing them to move around these obstacles and to prevent enemy ships from moving in close to defensive structures. A good amount of fighter protection and mine belts around defensive positions could be very useful. Kind of like Agincourt in space. Also to deny siegecraft easy access to bombard planets a
Anti Structure
[quote]What stops your enemy from just going around the starbase?[/quote] Perhaps they will orbit?
What hack78 said. If you want to pay on a big map add some additional unaligned races. This may keep the ai busy fighting other ai instead of just pounding on you. It also may allow you to conquer some of these non aligned races and grow stronger before you meet up with the ai duo.
The vote will pass and the bailout will occur very soon. If the rationale for the bailout is that AIG is too big to let fail, then a solution may be that any company that must be rescued by the tax payor should be broken into parts much as ATT was. This will prevent having to ever bail out this company again due to its size and penalize big time the existing management who's income is tied predominately to the company's performance. All stock options for executives sh
Craig and Frogboy, You guys must have tough skins to want to be game developers. Sins has created a new genre in computer gaming and your support after the sale is nothing short of revolutionary. You have set a high mark for other game developers. You have no need to defend yourselves or be concerned about the feedback from 2 or 3 players. They have received tremendous value for what they have paid. I read things in this forum sometimes I just have to respond t
Perhaps in their off hours they slouch, or lean against a wall. Or perhaps the idea of chill'n is anathema like Banner of the Bloodguard. They just stand there.
Hah, I won! 11 + hours on a small map. I did not have my fleet set up to phase jump as one time since it was important for my outnumbered fleet to get out of the gravity well when the ai showed up with his great (almost 2000 slot) smack down fleet. When I changed back to jumping together that seemed to help along with the suggestion to target something when I got there. [quote]I would also recommend throwing Hoshikos into your fleet mix to help keep stuff alive. It mi
I am playing a long game on the Centrifuge map. The two hard AIs ganged up early on me and pushed me back to two planets. After defeating the Advent fleet at my homeworld the other AI (TEC) turned on its weakened allie and chewed him up. After a lot of cat and mouse with the last AI, I am TEC also, we have the map split in half now. The advantage the ai currently has is has produced/spent twice as many credits as I have to date. I now have a higher credit income
I would like to see some sort of "Combat Simulator" where you would be able to create a combat situation in order to try out different weapons and strategies. Just a screen with a sample planet and gravity well where you could populate with ships from whichever race with as many points as you like. This would answer those who have great computers and want to see enormous combats. It would also dramatically reduce the learning curve for trying new races. You could even "recreate" great space b