Ooh, I kinda like that idea...Adding a "specific target vessel" mission type would make the entire mission system more interesting. Not to mention being able to ask the AI (or pirates, for that matter) to soften up a starbase would be quite helpful at times.
Cypher2612
Makes sense, at least. Well, I used a mouse on my old laptop for Sins, and I can do it again. Thanks for the quick answer!
Okay, I figure this has been asked a few times before, but I probably won't have the time to really search until tomorrow, so I'll just ask now: is there a way to get a touchpad scroll bar to work for zooming in Sins, like a mousewheel? Or am I just missing something obvious?
Ah, brings back memories. I loved Alpha Centauri, had the expansion too. It hooked me more than the core Civ games too, at least in terms of holding my interest. So it's a little depressing that I haven't been able to find the CD(s) for the main game for at least several years now. :SNIFF!:
I've got the idea of a Tomb World stuck in my head at the moment, although it's very close to Relic World. I'm gonna think on it some more and see if I can come up with something more unique, even if it's just to make it go away. Also, my brother may have some ideas, which he said he was going to send me, so I might toss some of those up for him.
I used Korriban (from Star Wars) as an analogy to my brother. Abandoned or empty world, lots of ruins, some valuable stuff, but also maybe something...vicious lurking in the shadows.
I think he may mean that the patch made the overall resource rock count lower. Asteroids can only have 2, I think Ice/Volcanic may be limited to 3, something like that. I haven't played enough to be sure, but I think that's the case now. Sounds like something fairly easy to mod in, though, perhaps as a part of this mod if you want.
Also remember that it goes both ways. You can get multiple harmful effects, or multiple beneficial. I think I mentioned once a planet with a double Slaves bonus, which meant free (!) planet developments. Good to hear I wasn't the only one who came up with the Relic World-type idea. Although here's another thought...depending on how big of a bonus they give, perhaps increase the chances of harmful bonuses. You never know what's lurking in the room right before the ancient warp drive, aft
Had a thought on a new planet type (or maybe just bonus) just now...Relic World was the best name I could put on it. Could be a holy site for some forgotten (or not) empire, or dotted with ruins of an ancient civilization, etc. Not quite sure what the differences would be, but it might be cool. (Sorry if someone brought this up, but I don't have time to check the thread until later. :p )
[quote]Even though its tactical value may be in question, simply watching the Raze Planet ability of the Marza is cool enough to justify its existence.[/quote] Agreed. It just makes me smile when I see it. ;)
If it's the texture pack I'm thinking of, they work together fine as far as I can tell. I'm not currently using it, but I was before I had to reinstall. I suppose some conflict might have caused me problems, but I doubt it, since I'm pretty sure they weren't mod related.
I imagine you could use an extension of that reasoning to explain the double Slaves bonus I have on a desert world...War -> More war -> Someone won and enslaved the rest -> free planet developments for me. :LOL:
I've got a soft spot for the Antorak Marauder. It's always struck me as both a good mix of firepower, speed, and overall versatility, all the abilities are useful, etc. Either that or maybe I just like the name. ;) Skirantra's another favorite of mine, for the record.
I'll echo the 'awesome mod' sentiments. However, I've run into a problem which may or may not be related to the mod, but I'll mention it since it did crop up right after I added in the fixed PlanetBonusSubT.ENTITY file. After that Sins started crashing on game load or start. It stuck around after removing the mod completely, though, so I think it's a problem with my install...I'm waiting to hear back from the support guys, just in case. Anyhow, the mod otherwise worked perfectly, and I don't kno
Well, I can't speak on those cards themselves, I run Sins (and just about everything else I run) on a laptop. GeForce Go 7600 card, so not terribly new, and it runs fine. Won't hit absolute max settings without too much slowdown, but at everything at high or better (I think), it runs fine.
The dark red I think was used as a generic chaos fleet color, not for specific cult fleet. I'd say teamcolorable in some sense, although I can't help but wish there was a color editor like Dawn of War's, so people could make some really specific designs if they wanted.
I'd just echo what people are saying, basically; if your goal is to destroy their fleet, you're gonna have to force them to commit to a battle where they are at a disadvantage. Which, in SoaSE, will often mean burning worlds until they get fed up with it. :CONGRAT:
I see the Gamespot review up; 9.0 and an Editor's Choice. http://www.gamespot.com/pc/strategy/sinsofasolarempire/index.html?tag=topten;all;title;4
I recall Cyclonic Torps being the ones that reduce the surface to drifting ash and nothingness. What are the planned first races? Guessing Imperial, Chaos, Tau?
For what it may be worth, I've actually taken it rather than scramble bombers simply so it'd have more antimatter to use on the repair cloud. :NOTSURE:
Hmm...Imperial Battleship...lances...Gotta make it the Apocalypse class. ;) Activated Blackstones for Chaos would be evil. Tau...Here's a thought I had. Tau tend to get a fair number of Imperial defectors. Might be worth keeping in mind if you need to fill any gaps. I've always had a soft spot for BFG so if I have any other ideas I'll toss 'em up here.
Other way around, actually. The Marauder needs to stay in the node to keep it stabilized. I agree, it's not intuitive going by the tooltip, but think of it like the Marauder itself turns into the stabilizer for the duration. So you could jump any other ships there out, or anything at another stabilizer in, but the Marauder using the ability needs to stay, in my experience.
If you're trying to jump the Marauder's fleet, it won't work, since the ability turns off if you give it a move order. Threw me off at first, too.
I've gone with the Vasari carrier the few times I've played so far, except for the current map. I took an Antorak Marauder, so I could use the phase stabilizer ability to help bypass the pirate base nearby. It's now a nice buffer between my homeworlds and the AI hordes. ;)
I guess it would depend on what exactly they are. If it's an actual fleet or enemy chasing them, then yeah. (assuming they wouldn't be able to crush everyone with nothing but an annoyed glare) On the other hand, it could be something a little more...abstract? Not sure what, but you never know.