Siege fleets are as useful as they've ever been, even after the cost increase. There's nothing like attacking one planet and sending your siege fleet to another one not on the border. If you send enough siege frigs, you should be able to take out 2 or 3 planets before the enemy can get a strong enough force to kill the siege fleet... and in the meanwhile, your main fleet is doing dmg elsewhere. If you manage to outmaneuver your enemy with a siege fleet, you generally get a win
Orsan Drags
Actually, i agree with the OP. Sins multiplayer is cool, sins solo is tutorial. The AI is (still) way too dumb which makes solo playing completely unfun (and i've beaten 3 HARD agressor AIs second time i played)
I've had a couple of games when someone left, due to losing the first skirmishes, and even with an unbalanced team we ended up winning. Hence proving that the ones that left shouldn't have (as in: it wasn't a lost situation) --- My suggestion to "fix" it would be to intrroduce some sort of system that would flag quiters as well... er... "quiters" so that other people can just reffuse to play with them so as not to ruin their game experience. Making such a system "fair" would ne
The Vasari phasic barrier isn't turning off ( after there's no more threats nearby) in the game i'm playing, anyone noticed this? I had to manually disable it to get my structures back...
Yeap, autocast of the platforms doesn't work (they don't fire) They're placed too far from the target One needs to place them manually for them to work
Defense is useless? i don't think we're playing the same game then... If anything, sins is a turtle's delight. As for people avoiding systems, well, i don't seem to have that problem against multiple AIs, i just build 1 phase inhibitor as far from phase lanes closest to enemy territory, surround them with a bunch of gauss cannos (or whatever) 3/4 hangar bays with fighters only and 1 repair bay. Unless you're dealing with bomber spam, this layout should hold out long enough for
In a game i'm playing, the AI really behaved stupidily. They had sent one small fleet to one well defended planet (maxed out). Their fleet wasn't strong enough to make any serious damage, so they ran (apparently correct) shortly after they sent another fleet(started jumping in about the same time the other fleet started jumping out) coming from a different place than the first fleet and that fleet, which was about teh same size of the other attacked my defenses and got beaten. If the AI had use
Saying that sins looks worse than HW2 is quite an overstatement... It's probably true that sins doesn't look as good as HW2 did if you compare to other games available at their respective times. (where's the DX10 support afterall? We want crysis in space - or probably not :P) Also, there are "big" differences between naval combat and space combat, specially the part that many have seen naval combat and no one has seen space combat (yet) Reality doesn't really work since that re
The only TEC capital ship i haven't seen much is the Akkan. The most overpowered i've seen was the dunov (multiple dunovs kick the butts out of multiple Kols)
If you attack a fleet from the rear, they won't be able to fire at you. And i think most TEC ships are geared towards the front (while Vasari can shoot better to the sides). Only problem is that 99% of the times you don't really get a chance to attack from anywhere other than the front
The pirates are vital to break stalemates and since Sins can be played turtle like (which is awesome) i'd say they're critical to prevent the game from going on for hours and hours even in the smallest maps 1 vs 1. Though i'd say options (or making it easy to see which maps don't have pirates) never hurt anybody (except the developers :P)
I'm playing a game with 4 AIs (unlocked teams) And i have a cease fire with 2 of tehm but not with the third. That third AI then saw fit to send me a siege fleet of death against one of my least defended planets (cool) and to prevent it's destruction. The problem was that the AI actually accepted. A human player would always finish off the planet first (the AI only needed like 3 or 4 more secs to finish the planet off) and then say : "sorry was busy somewhere else and couldn't
This game doesn't aim at being a 5 min rush RTS. The slowness at the beginning is necessary so you don't get overwhelmed towards the end when you're playing in a larger galaxy
It's on the root directory of sins (manual.pdf)
All the troubles i had were vista exclusive (what didn't run on 64 wouldn't run on 32 either)
yeap, runs fine on 64
[quote] Download-only orders also get downloads of the soundtrack and PDFs of the printed CE goodies. [/quote] Was waiting to hear that would be the case :D Being in Europe and all, and having bought it from TGN, it's still a lot cheaper than what i'll ever get it at retail (and sooner) --- Many people who got it for 45$, if they knew it would be available at retail for less, would probably prefer to get it at reta
I got the game a week ago (long after beta was closed)
[quote] What do you guys think. If you were trying to explain to others why they would like Sins of a Solar Empire, what key points would you bring up? [/quote] Gorgeous space sim (sim as in: it tries to simulate how it would look if you were there). I'd go as far as to dub it as homeworld successor (graphics wise). Sins, unlike many games these days, is original, it doesn't feel like you played i
Nope, downloaded it yesterday. If i get to research that tech (tough considering how not fun it is to play against the AI) again i should get the same error (or maybe not)- need to try it
The game didn't crash, and no i don't think i have any dump file.
I got this error "Entity Ref not found: ꬸ^RESEARCHSUBJECT_REBELLION" couldn't skip it but braking worked fine. I'm running the latest version on a Vista machine with a Q6600 and a Gforce 8800 GTS 320mb.