I was under the impression that since you need planets for the research stations, if you lost the planet (and stations around it) you lost the ability to make more tech from that tier. I seem to recall someone saying that is how ships work. But this would mean that losing planets will still lose you fleet capacity points (if the planet had a logistics building). For fleet capaciy to be based on research, and for losing planets not to be a big hit fleet capacity-wise, perhaps once you un
Raymundus
Yeah, I noticed that too eet. I think the info kind of got lost in the excitement over the banners though. Doesn't beta 4 count a squad as only 3 fighters/bombers? Looks like it from the clips I've seen. Going from 4->17 seems quite a balance change in the strikecraft dynamic (either that or the Advent's carrier is just uber). I wasn't expecting one of the long naval-looking craft to be their carrier though. I kept thinking it was going to be the big flying-rudder thing.
I must admit, not being a 4x player before (closest I came was probably X-com over 10 years ago) I was not familiar with SD or ICO, and I had not heard a thing about Sins before that article on 1up two weeks ago. Just letting you guys know the previews do work. They captured my attention.
My latest favorite acronym is CBE. Can't Be Everywhere I have heard it used when something goes wrong when a person is legitimately trying to pay attention to too many things at once and missed some vital detail. I anticipate using the term a lot when playing on some of those multi star system maps :)
Nice, I was having trouble before too but now it works. Thanks SD guys.
When I play against multiple AI players (which is what I usually do in a RTS) I often pick a mix of hard, medium, and easy AI. It gives the hard AI a few other weaklings to pick on aside from me. Not sure how well this would work in Sins though. From the sounds of it the hard would pummel the easy, then easy would just offer to ally, and then they would come after me all together. Would still buy me some time though.
6 squads 102 strikecraft... 17 craft per squad? Yikes.
I believe it's never too late. 10 years ago I studied Computer Science and ended up miserable, but working creatively in the game industry seemed like a unrealistic goal at the time. But I think I have just enough artistic talent (and a huge passion for games) that I have recently gone back to school to study Game Art and Design. It's really cool stuff, I'm hoping to work as a modeler or level designer eventually. In the past all I've only created simple stat changing mods and a few simple maps
"Advent culture can be brutal in the mid-late game." Aha, so this is one of the Advent's strong points. We know TEC often has the economic advantage, and the Vasari get unrivalled movement advantages lategame, sounds like the Advent get the culture spread advantage. It makes sense I suppose, crazy hypnotizing psychically enhanced propaganda > regular propaganda. But as interesting as the culture aspects of the game looks now it still seems less vital than the economy or fleet m
Oh I have no doubt the resource eating ability owns in the lategame, it just does not sound like they are all that useful before that, hence my questioning if they were a good first ship choice. I was more questioning xthetenth's statement about the Akkan equivalent (Evacuator) being also a good first choice, because it wasn't really discussed yet.
Hmm, didn't think of that. I wonder, is there any way to create another game online using that savegame and have others automatically download it when they join (like they would a new map)? Or would you have to send it to the people outside of the game manually? The fact that saves could be used to get crashed players back is awesome, but if the game lets them autodownload the save they missed when they meet up pregame, that would be incredible. I am a huge fan of such things being hand
If one person is lagging badly (the drop screen pops up) can the others then choose to save the game so they could all resume later? I imagine not since the guy who lagged/crashed/whatever wouldn't get his "copy" of the saved game. Would be really cool if it did work though, so if a buddy drops you can save the game and wait until they get back on later to continue.
"Yeah, the Akkan and its equivalent are the best for gaining an advantage in capturing more planets than the other guy." It's Vasari equivalent you mention would be the Jarrasul Evacuator, correct? I have not heard anything about it being a good first choice ship before, and none of it's abilities sound like they complement working with early frigates anywhere near as well as those of the Akkan. Actually I think the only positive things I have ever heard about it were in regards to it's
"where did that come from?" That's exactly what I found myself saying when I first read about it on 1up back on Jan 10th. I will often keep tabs on games months before they come out, so to stumble across such a vast one so close to release was a surprise. I think many potential players still haven't heard of the game, none of my gaming friends did and even the EB guys I talked to when preordering didn't know what I was talking about. Unfortunately every time I mention the game to someon
Having not played yet I will probably start with the basics and go TEC for a little while. An easier economy and simpler to understand ship roles might make them a good beginning choice. Hopefully I can get the hang of the Vasari eventually though, I love the look of their ships. And with their gate tech it sounds like they have the fleet movement advantage. Unsure about the Advent. Their design is interesting but I'm still unclear about where their strengths lie right now.
Interesting. I was secretly hoping it was a redesign of their missile frigate. Anyway, I hope it is useful enough to see in play a lot, I read about how much people love the TEC support ships for the repair and shielding abilities, but haven't heard too much on vasari support cruisers.
Can anyone tell me what the ship in picture 7 is? Coloration looks Vasari, but I don't recall seeing any screenshots of it before. Cool looking, whatever it is.
I have a question. One of the screenshot bubbles says "Research Fleet logistics to get more capital ship crews and more fleet points (to support more ships)" Is this the new method of max fleet size control we were told was coming (to replace planets dictating fleet points), making it entirely done via the logistics tree now? PS - I like the new unit portrait, can't wait to see some of the others.
Wow, some of those I had a few totally wrong ideas about (I thought "explore" might have been something you needed to tag new planets with before colonizing). The antimatter drain sounds severe early on, but I guess it's a good thing for keeping enemies out of your hair in the early game. Thanks for the answers.
Hi guys. With no real unit guide around, and much of the info I can gather from old posts now obsolete, I just had a few RTS sorts of questions for anyone who has played a recent version of Sins. - I read something about ship jumping and antimatter penalties. How badly drained are ships after jumping? - How many fighters/bombers can the defensive hangers hold? What about the carrier cruiser and carrier capital ship? Is it true that only flak frigates and other fighters can targ
I prefer cooperative play over competitive play. So multiplayer games consisting of me teamed with a friend or two versus a whole bunch of teamed AI on a nice steep difficulty setting would be my favorite choice. Playing alone (singleplayer) would be second, and playing against others would be last.
A question about modding in Sins, I see you guys talking about mods affecting the client and stopping online play, does this mean that mods in sins require us to edit/overwrite the game's base files every time we want to switch between regular/mod play? I was really hoping it would be something simple, like a mod folder that you could stick copies of the modified files in, and an ingame option to play Sins vanilla or have it read the altered files out of the folder. Not having
While borading may be out, I would not be in the least surprised to see a "Mind Control" type ability on one of the Advent cap ships. Perhaps as a super ability to temporarily take control over a lesser frigate/cruiser of the opposition. The Advent have giant ships filled with psychics after all, temporarily making a smaller enemy ship attack their own allies seems plausible. Or if range concearns are that much of an issue, perhaps an Advent cap ship ability which just causes nearby ene
Admittedly I have yet to play the game, I only heard about it a week ago (I just preordered the box for the goodies so no token-beta for me), but the more I read the more impressed I am. Some of the things which are drawing me to the game: - I love scifi RTS, but haven't found any in recent years that could compare with Homeworld. Supcom came close, it had the scale, but it lacked the giant ships in space element (and didn't have very appealing unit design in my eyes). So hearing that t