It seems whenever you give any resources to one of your teammates, they get taxed at the receiving player's fleet upkeep rate. For example, if you have researched 2 steps of max fleet size, you have an upkeep of 19%, and whenever your teammate gives you 100 crystals you only receive 81, and 19 disappear into the cold void. Is this an intended feature? Is IC opposed to teamwork? Old players helping out the new ones? I can see that some kind of a tax on the RU Fairy makes sense,
varis2000
Just saw 157 people online. It really seems like Entr and all the other new publicity is going to breathe quite a bit of new life into Sins MP.
Seems it really pays off to analyze the build order - you'll be so much more effective when you revise your procedure into a better one. Was playing TEC vs Unfair TEC Economist on Flash Point. Pretty much matched it in metal and credits through the early game, and had a 100% harvesting advantage in crystal over the early (and even mid) game. Fighting began very early, pushed him back with a bigger number of cobalts, and seemed to have a fleet advantage over pretty much the entire game. Cheers
[quote who="astrath" reply="11" id="2001122"]I reckon that there will be another beta, or at least a major update, before release. A lot of bugs/imbalances were found and a lot of good suggestions were made.[/quote] I'd expect one as well, and plan to join the beta when the next update comes about. A lot of feedback has been submitted already, so it's better for me just to keep playing the regular as I'm pretty new to it still.
Hamachi is commonly used with Sins afaik.
Or try scouts, repair platforms, defense fleets and Entrenchment? Agreed that modding is more fun though ;)
[quote who="gameripper" reply="9" id="1999283"]BTW StarDock Make sure your Impulse doesn't register Entrenchment as a new game and require us who payed for the beta to pay again I've been looking at it and that would be a big NO NO[/quote] Then they could just give you a negative charge on your CC, so you end up paying only once. Would be a bit of a mess, though :-)
Is there a table for civ infra upgrade costs, btw?
The TEC colony frigate (as well as the advent one) has a special ability to take over an extractor. It is on autocast by default - tell the frig to move to the extractor and wait until it has antimatter.
I just knew there was a custom map autodownload connection! [e digicons]:D[/e]
What is the population growth rate of planets?
My first cap is marza - highly experienced players might prefer the kol if they plan to get it to level 8 when afaik it gets its missile barrage ability. I would assume the akkan lacks so much fighting capability the extra colony frig is worth it. I add just 8 cobalts to my colonization fleet and that's it until late early game when the action with hostile factions starts to warm up. For a small number of planets I'd think this is enough - more fleet and capacity (including 2nd cap ship) woul
I think only attack ranges - in the ship or fleet controls.
[quote who="Tkins" reply="25" id="1999134"]Varis, I think the "in combat" is decided by the last time the object took damage. I believe it is 3 seconds or so. Can't remember the exact amount of time.[/quote] This will mean that disengaging and running head over heels for the closest repair bay is an effective tactic. Which agrees totally with my experiences - many disciple vessels have returned from near death rather quickly with this.
Never played small or large maps against the AI. Large takes too long, in small I suppose you have to put up military labs, and build fleets&defenses so you can fight back. I played bigger small maps and smaller mediums, and easy & medium AI were easy to beat. Load up on clues and tips on how to play. If you really lose to a single easy AI you are doing something horribly wrong. Remember the Pause feature - confusingly mapped to the Pause key! Use this to buy all the t
[quote who="Gormoth1" reply="3" id="1999730"]When clicking on a ship, a taskbar button will allows us to choose whether this ship will target mostly repair ships/long range or missile ships/skirmishers/strongest capital ship/support capital ship/buildings. That will be just great and allow us to truly leave fleet battles in the hands of the AI and deal with other tasks elsewhere.[/quote] A simple selection like this makes sense, and could be implemented simply by putting som
Welcome aboard, I hope they get it up for the next year!
Maybe adaptive targeting could be nice: If a player always selects LR frigs for their fighters, eventually the autotargeting would start to prioritize the LRFs. Or you could put some under-the-hood settings for this in a config file. Player that like to tinker or get really annoyed could just do a few settings in notepad.
Satellite connections are notorious for their very high latency, while the worst constraint of dial-up is bandwith.
[quote who="LoRd-JeSuS" reply="9" id="1999693"] That wouldn't work too well since whenever you give/receive credits/resources to/from your allies, it is "taxed" by the fleet upkeep cost, meaning that if both of you even have the first tier of your fleet cap upgraded, you'd be losing more money than gaining.[/quote] Then it's time for a bug report... Don't get why they would want to penalize teamplay that much by design :-/
This galaxy has dark secrets I see...
In civ tree... lower screen. Development Mandate gives you +4.
Consider whether Stardock cares about the quality of their products, and then think what is the financial net worth of the Sins franchise. And yeah, reputable sources claim Entr still needs a bit of work to make it just right.
The whole point of TEC is Favored Client Discount. This lets you buy resources at a 15% discount - meaning your teammates should almost never buy anything from the market! Instead they will give you their excess cash, and you will be all the buying - so the whole team gets the discount! You will act as the RU fairy that distributes the resources from these transactions and your humongous economy to the needy in your team. This tech is expensive, but in a team well worth it - you migh
You guys are right. I just love how they balanced the economy side with the credits-metal-crystal triad - there is no Right and True Build Order because the whole economy thing revolves around balancing the 3. In this sense an "optimal sequence" is just an academic subject - it's more important to analyze what kind of things make you adapt your plans. Still, there are some basic errors in the sequence proposed above. Finding the most effective sequence is all about cost optimization a