Destroyer733

Destroyer733

Joined Member # 3034699
1 Posts 20 Replies 117 Reputation

Something you don't mention as well is that the Progenitor would have 2 strikecraft points at level 5. If your opponent had fighters (and unless he was really bad he would), the bombers effectiveness would be really reduced. And i've found that of the 3 colony ships, the Progenitor is the most effective and damaging in fleet combat damage wise out of all 3, but the carrier's generally are not as effective themselves as other combat cap ships. Plus, the way the Progenitor's weapons are arrayed c

31 Replies 51,073 Views

No the advent have an ability that let the defense hangar squadrons have an additional 2 strike craft per squadron. The Advent carrier has a passive ability that lets each squadron have 3 extra craft at level 3. And the guy saying there's an ability to let the sova have an extra squadron, I think thats actually the advent carrier's ability (maybe vasari's as well)

18 Replies 23,322 Views

My general list of names for TEC are names i've gotten out of sci fi books, other games, and just off the top of my head Reckoning (always my first Kol name) Defiant Reliant Valiant Kunetsov Intrepid Bestower Restorer Horizion Devastator Gorgon Explorer Imperius

126 Replies 182,732 Views

It's on a map to map basis. Certain maps are designed specifically for certain players to start next to each other. Im not sure if its positioning based on what slot you're in or team based, but they do exist.

29 Replies 53,695 Views

Using the black market is also very helpful at early stages of the game. Often times you might end up with some asteroids near your starting planet, so the population won't be there right away to give you a signifigant increase in credits per second. but often times, especially if say you've got a volcanic planet in your posession you'll have an abundance of metal you're never going to spend any time soon. So sell a bunch off to the market and make some easy money, since early on you're going to

29 Replies 15,053 Views

Broadcast tower will help your planet, regardless of where it is. And you get the effect you describe when you've got a fleet there because Cap Ships have culture pushback the affects the systems they're in.

11 Replies 3,121 Views

I have to agree with the Kol/Dunov combo, its a very versatile group, especially combined with robotics cruisers. My "main fleet" group with the TEC will usually consist of 3 Kols, 2 Dunovs, and 1 each of Sova, Akkan, and Marza.

16 Replies 7,983 Views

The Total War mod guys are looking at setting up a freelancer mod too. If anyone's interested; [link="http://www.ioncross.com"]WWW Link[/link]

28 Replies 68,953 Views

just tried playing around with the useractionicon lines. Trying to copy the way the frigates are done with the 0 and 1 results in the game hardlocking my computer when I try to enable the mod. Its too bad that this seems to be the sole issue for adding new cap ships, as Sins will recognize any new ship added, as shown if you remove an existing cap ship.

20 Replies 10,732 Views

I tried copying the hudicon coords for the colony frigate, since I figured it was just a general screen area it was referencing. Sadly no luck.

24 Replies 12,635 Views

I think you'd need to create a map using galaxy forge. In that you can assign a home planet to a specific player. Im not sure if you can assign them based on teams, so at the most you'd have to have the order of joining the way the teams would be set up.

6 Replies 4,078 Views

I'm trying to toy around with modding in more capital ship variants to the game. Right now im working on a Kol Battleship that's slightly offensively weaker than its normal self, but can carry strike craft right away. I can't find what I need to edit to change this though. Where should I be looking? Edit; I loading this mod into Sins, and I get a minidump crash everytime I try. Am I trying to reference something wrong?

5 Replies 5,654 Views

I think a nice beginning fix for PJI's would either to lower the tactical cap as said above, or increase the range so a single one will cover a full planet. Maybe a good way to balance out having increased jump time vs defenses could be to keep their current cap, but give them a stacking bonus to jump time. So you could have more PJI's at the cost of less actual defenses in a system.

1,040 Replies 557,096 Views

I have to agree with the people saying that turrets are actually pretty good. I managed to take out a Marza with about 8 Gauss' firing at it. It took about a minute, but considering its a Cap ship, i'd say thats pretty good unassisted. Focus firing your defenses when its all you have is really the key to making them work until your fleet can make it there.

136 Replies 153,853 Views

I think acceleration/deceleration would work a lot better and probably be simple(r) to implement. Basically when a ship gets in range, or maybe just about in range, the ship's engines will cut out and it'll "drift" into position, maybe giving it a slight random yaw and pitch so they arent in the exact direction they were facing, noticeable enough that you notice it, but subtle enough it doesnt really effect firing arcs that much. If you apply this across a fleet, the net effect would be that you

294 Replies 303,337 Views

xxxxx, xxx xx xxxxx. EDITED BY BLAIR: Sorry, we don't want anything given away :) Forgive me for editing.

2 Replies 10,271 Views

The gist of the gamespot thing was they had a ton of ads up for the game Kane and Lynch: Dead Men. Their chief review guy gave it a 6 out of 10, and really bashed it on the video review. Word comes down the pipe later that he's apparently been fired/quit/something. Everyone assumes it has to do with the bad review and the money paid for advertising etc.

11 Replies 14,658 Views