I think what defenses need most is some kind of "taunt" feature when there's no friendly fleet there. While their purpose is to allow time to get a fleet there (a role which I like), the problem is that they're so underpowered as to not really do anything to buy that time. A sizeable fleet can easily ignore all but the most stout of defenses with few losses, and in that time you can wreck someone's infrastructure, bomb their planet, etc. while the gauss turrets just plink away and take out a f
amishmonster
[quote]along with lots of complaining.[/quote] This is endemic to games with any kind of online community. If the devs change things too much, people complain. If they don't change anything and just add in new stuff, other people will complain about things that "need" to be changed. It just happens when you have a forum where almost all the players can have input/post responses about the game, there's nothing you can do to avoid it. The best Ironclad could do would be to mak
It does seem like it was just a matter of time. I'm glad that we got a full, complete game, AND the chance for an expansion so soon! This pleases me.
Don't forget that fighters are good at taking out other strike craft (i.e. fighters and bombers) as well.
Yep, Wired.com has confirmed that it'll be along in the forseeable future: [link="http://blog.wired.com/games/2008/04/sins-of-a-solar.html"]WWW Link[/link]
Wow, I had no idea the music selection criteria are so complex...very nice! Ok, thanks for the tip, now I know where to add things in. I assume it's possible to just copy/paste for the appropriate type of music and then change the number and filename? And this is less important, but does anyone know what the various values actually affect? Just in case I want to get super-customized with my new playlist.
Not to get away from the mod, but as far as I know it would be utterly impossible to colonize a red dwarf/white dwarf/hypothetical black dwarf. They're all super-dense stars and couldn't support any kind of life or surface development. So, as cool as these would look, we can probably put that idea to bed for now :) No offense to anyone's suggestions, just trying to keep it vaguely scientific ;)
The terrifying 4th race has already been announced: [link="https://forums.sinsofasolarempire.com/306542"]WWW Link[/link]
Heck, I even convinced my Mac-user friend of mine to dig out his dual OS boot and buy the game!
Just out of curiosity, what's the relic planet supposed to BE, exactly? I have no problems with it, I just like to be able to visualize what all the planets are like. I saw some earlier discussion about it but it never seemed to touch on that question.
Were they also responsible for the episode of Ghost in the Shell 2nd Gig that aired with almost every pause in dialogue filled by farting noises? The whole episode. That was classic.
This isn't a mod question per se, but I was wondering if people knew whether additional music tracks could be added to Sins? I know you can replace the sound files with your own music, but can you add more tracks than were originally there? If, say, I want to have more than 14 Battle tracks, will Sins recognize and play them (assuming they're in the right format, etc.)? This spawned out of a discussion over at https://forums.sinsofasolarempire.com/178403 Thanks!
It took me through the second paragraph to get it :P Well done!
Good question, Dirtrider. I'd like to know that too - also if you could have additional tracks of a certain kind. And as a side note, there are a number of tracks from the Battlestar Galactica soundtracks that would fit in excellently, especially since at times it sounded like the Homeworld 2 composers and Bear McCreary (the Battlestar composer) were on nearly the same page for how space battles should be scored.
Which is exactly why I'd be quite happy with the open-ended conquest mode. It just gives a sense of lasting accomplishment :)
I think that Sins would be very well suited to a "world domination" kind of single-player pseudo-campaign, like is used in the [I]Dawn of War[/I] Dark Crusade expansion, the [I]Rise of Legends[/I] campaign (though that did have a story, it was less linear), and the [I]C&C3 Kane's Wrath[/I] Global Conquest mode. Basically, for all of these you have a bit map of something, be it a continent or a planet or a star system, and this forms the strategic map. Each player has a couple of "piece
zuffdaddy and souleeter, is there any possibility of updated links? I loved the Homeworld music and these substitutions sound great, but zuff's link is broken. Thanks in advance!
[quote]What I did is take the package for bail knights mod (minus the game info folder) and pasted it into the sins plus folder with the other folders, overwriting the common files(this leaves the new planet files etc. Its soooo good[/quote] Is it really this easy? I haven't tied yet and am going to when I get off work, and I really hope it's this simple. EDIT after saw new posts: sweet, please do post the amalgamated mod when you have it! As for "the way it should have been
On the question of Paradise planets, I've actually had the joy of colonizing one recently. Unfortunately it's directly adjacent to a wormhole and thus a lot of hostiles, but in general the bonus is pretty nice. Just stack up as many propaganda towers as you can and try to hold onto it. I would argue that it's a bit too light on the logistics slots to be really useful though, in spite of the high pop. It's hard as heck to hold onto because of the few tac slots, but that's part of the
Sorry to take so long to get back to you, Uzii - I had the question about resource asteroids. I don't feel that the asteroid distribution on your planets is actually the problem, it's actually the base planets that are the issue now. In 1.03, all the vanilla planets got their number of resource asteroids reduced, and in my experience it's really nerfing player's ability to get resources that aren't credits. Basically most planets have no more than three resource nodes, and colonizeabl
Uzii, first, thanks much for the mod! I'm really enjoying the variety it adds. One question/concern I have is that most of the new planet types have significantly more resource asteroids (and health, but I may be wrong on this) than the base planet types since 1.03 came out. Would it be possible for your next update to balance this out (i.e. restore the old asteroid quotas from before 1.03)? Thanks!
I too would like a return of the option to change the number of resource asteroids. It just feels like too few in 1.03, even if the economy speed option makes up for it a little. My colonies just FEEL less productive now.
It sounds like you're talking about the Iconus Guardian's AoE shield buff. It's not really a battle-winner, in my experience; it's a nice buff but not overpowered. Plus I've never seen the AI use it, actually. Are you talking about SP or MP games? I don't know much about MP, but yeah in SP, just focus fire on the Iconii if they're giving you too much trouble. They're the ones that look like stubby Cylon Raiders. They do have a knockback too, so getting a fix on them can be troublesome.
It's under the "Logistics" tab in the research menu. The top line of tech is the capital ship line, the bottom line is overall fleet capacity. Also be warned that the higher levels of fleet cap have an upkeep cost - basically a tax on all your income.
[quote]Amish Monster: I'm not sure you're going to earn a lot of support in thinking multi-player and single-player should be balanced differently. They are both the same game, no? If a balance change is positive for one format, it should be so for both, and unless you'd like to specify how this isn't true, please refrain from making vague statements.[/quote] This is actually the opposite of what I was saying, though I admit it came out kind of vague (several posts appeared between when