Like I said, I figured the info had to be wrong. It didn't make sense to give the discount to the Trilogy pack but not to owners of each individual product. I guess I should have framed to post differently. I was just a little shocked to read that. Now I can stop worrying and just be excited for the game ;-)
sportwarrior
Alright, so let me first say this is the best news I've heard in weeks. Sins is one of my all time favorite games and I absolutely cannot wait for Rebellion. That said, I just read on Gamespot that "As a result, Rebellion will go the other way, offering a substantial amount of content for $40, though owners of the Sins Trilogy product (which contains the original game and its two microexpansions) will be able to purchase it for $30 " I know
I personally could never get enough of Rebellion. It was frustrating at times and certainly had its short comings, but the overall game was really appealing to me... Star Wars setting, fleets of unlimited size, building infrastructure, assigning characters as admirals or generals or commanders... I had a lot of fun wit that game. EAW was disappointing to me because it felt like a severely dumbed down version of Rebellion. If they just remade Rebellion, or made a sequel, they could r
I personally could never get enough of Rebellion. It was frustrating at times and certainly had its short comings, but the overall game was really appealing to me... Star Wars setting, fleets of unlimited size, building infrastructure, assigning characters as admirals or generals or commanders... I had a lot of fun wit that game. EAW was disappointing to me because it felt like a severely dumbed down version of Rebellion. If they just remade Rebellion, or made a sequel, they could r
There are just two levels of research for TEC players, so I think there are just two different fleet sizes... I think the rebel fleets may stack, though... as in they will jump to the same planet twice, regardless of whether they still have units around that plant or not.
I posted this as its own thread but didn't get a response, so I'll post it here. I also see that the first bit on the rogue ships has already been reported in this thread, but I'll post it again anyway... 1) Rogue ships - If I have a Frigate Factory building ships that auto-join a fleet in the same system, the last ship build almost always ends up having a mind of its own. I can select the fleet icon and tell the fleet to move to any system on the map, and that last ship will ALWAYS go
No input on this huh? I'm sure it's happened to everyone else...
er... This sounds cool and all, but last I checked you needed a copy of the game in order to make any sort of video... What good is a copy of Sins if you already have the game?
I've been having this problem since v1.0, but haven't seen it reported at all. There are two seperate bugs that I've noticed and have continually been dealing with. 1) Rogue ships - If I have a Frigate Factory building ships that auto-join a fleet in the same system, the last ship build almost always ends up having a mind of its own. I can select the fleet icon and tell the fleet to move to any system on the map, and that last ship will ALWAYS go back to the system with the frigate fact
My buddy is having similar problems... I don't remember his system specs, but it is an older computer (4+ years). The game has crashed 4-5 times, sometimes a few minutes into a game and sometimes an hour + into a game. It has been suggested that turning off all the effects would help, but he has yet to try it. I'm hoping to get the problem solved so that we can waste a good 6 hours playing a co-op against 4 AIs...
I'd be interested, but I have yet to graduate past medium maps against 3 AI opponents... I don't think I'd need it until trying my hand at the large maps.
There have been a ton of threads on this, but I'll go ahead and post some thoughts in this one... What Sins really needs to do is rip a page out of the Total War handbook... As many people have suggested, factions need to start out as neutral with eachother. In addition, there needs to be different levels of relations... At War, Hostile, Neutral, Amiable, Allied... Missions and requests from different Empires will depend on the level of relations... The problem there is figuring out how to
A note on combating those large AI fleets... I almost always concentrate fire on their capital ships first. I find that way more often than not the enemy fleet will turn tail and run once you've destroyed a majority or all of their capital ships... almost like a poorly trained army running away once you've killed off all its officers. Occasionally I'm so overmatched that the support ships remain even after I've taken out their cap ships, but overall it seems to be a pretty effective way of sc
You guys have got to be proud of how well Sins is being received... There just aren't many games out there that receive the kind of unanimous praise that this game is getting... It deserves every bit of praise, too. Congrats.
I'm yet another who has been having his share of problems with the diplomacy system. In every 4 player FFA I've played I've been unable to ally with another side, and it hasn't been for a lack of effort. It just seems like everytime I complete a mission or two, the AI that gave me the missions will just barrel into one of my sectors or planets, automatically incurring a response from a defensive fleet and resetting my relations with that AI back to zero. It may just be me, but it seems like t
[quote]---- comm relay (economy/social/moral boost in connected systems)[/quote] erm... Pretty sure the TEC calls those Broadcast Towers. Intel reports indicate the Advent and Vasari have similar tech as well.
I actually have to agree with Megadeth... that was a pretty terrible review from 1up. I have no problem with a score of 8.5, but that piece was pretty awful. It didn't even end, it just kind of stopped... I was looking for a "Next Page" or "Page 2" link, but there wasn't one. But whatever. An 8.5 is an 8.5, and Sins deserves any and all praise it gets, no matter how poorly written.
Question - Will it be possible to mod in rotating parts of a model? Like the rotating part of an Omega or B5's rotating core? I somehow doubt it seeing as how weapon hardpoints don't track in the game and space stations don't rotate... everything seems to be stationary. Then again, people were able to mod in rotating parts in Homeworld, so maybe it's possible here?
Also, I just read through an older WC mod thread suggesting that it be only of the Prophecy era... While I loved that game, I think the mod should really concentrate on the Kilrathi war era.... That is what made WC what it is, afterall. The mod could expand into the Prophecy era, but the Confed-Kilrathi war is WC's bread and butter, meat and potatoes, however you want to put it... WC is nothing without the Kilrathi war, and as such the mod should focus on that.
I was going to post on the possibility of a Wing Commander mod, but I wasn't sure if there were enough gamers around who remembered those glory days! Good to see there are a few left... I'd love to see a Wing Commander mod. A note on the fighter jumps... The only jump capable fighter was the Excalibur, I believe... All the others were simply capable of autopilot between nav points. I don't remember what fighters were capable of in Prophecy, but then again that's almost an entirel
I haven't played a game this much since high school, and that was 7 years ago... I'm totally and completely addicted to this game and just can't stop playing... so much so that I actually strained my wrist on Saturday over an 8 hour Sins binge haha. There seriously needs to be an in-game real time clock and an in-game game clock... I lose track of time waaay to easily without them.
I've been playing almost exclusively as TEC and I use the light carriers all the time... I try to keep my fleets with around 8-12 squadrons of fighters/bombers at least, and then see that number increase as my fleet carriers level up. I would like to see 2 squadrons per carrier, though. Maybe start the fleet carrier with 3 squadrons as well.
Another small suggestion... And this is mainly cosmetic... But allow us to name fleets like we name ships. That might make it easier to select the right fleet from the Empire Tree... "1st Offensive Fleet" or "3rd Defensive Fleet" would allow is to at least keep track of which is which without getting mixed up on colors... which I tend to do, but that may just be me.
[quote] My idea regarding this has to do with a potential "Militia" planetary infrastructure upgrade. This would allow the planet to deploy a small fleet of ships to slow down any invading force... This would hopefully allow your planet to hold out for a little longer while you respond with a defense fleet. The upgrade could be an expensive one to prevent it from being abused early in the game... GREAT IDEA! I would love to see a pla
A lot of good suggestions above. I think, though, that it's very important to implement any new changes as options instead of total game changers... The population cap, for instance. If the cap is simply raised, I'd like to see a way to set the cap in the pregame screen. If the rules are changed to allow scalability according to the number of owned planets, then I'd like to see an option to select between the old and new pop cap "rules" in the pregame screen, as well. Also,