Arseface420

Arseface420

Joined Member # 3036032
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Reply to $39.99? in Sins Rebellion

[quote who="Teun-A-Roonius" reply="10" id="3022240"] The discount expired at the end of september. So if you preordered in october you did not get any discount. So that's why you paid the full price, which is $40.[/quote] Ah :P That'll teach me to read the post-date for the article on the main page! Since it was the top new item and still said "ends this month" I just assumed it was October. Of course if I'd actually checked the date...

77 Replies 54,968 Views

... I've played dozens of full-length games of Sins, and I've never seen the AI build a superweapon... Since this thread was created I've played at least 4 different 7v1 games against random Hard AI (upping to Unfair at 1hr, vicious at 2hrs), and I've never seen a superweapon in AI hands. I never build them myself (I really dislike the superweapons in general...), and I've never seen the AI build one either.

33 Replies 24,605 Views
Reply to $39.99? in Sins Rebellion

So, I pre-ordered the game before the end of October, to get the $10 discount. The price then was $39.99 ... It's now mid-November, and the game is still $39.99. So, I'm wondering, what is the "true" baseline price of the game? Is it $49.99, and the $10 discount is still being applied? Or is it $39.99 and I didn't get a discount?

77 Replies 54,968 Views

I think this issue would also be solved by the "turn button" that was suggested here a few weeks ago. In this way, instead of giving your ships an order to fly behind them, and having them do a large arc turn through a minefield, you could give them two consecutive orders: turn 180 degrees, then move. It wouldn't get you where you're going as quickly as the current method, but it would stop the problems with getting stuck in tight areas or minefields.

107 Replies 254,507 Views

Yes, this would be very useful (assuming you mean the ability to point a ship in a specified direction without actually moving). There are plenty of times where I have cap ships in battle, and I want to point them all in the same direction ready to leave at the same time, or ensure they all take the same path to the next planet.

11 Replies 28,421 Views

[quote who="Extremor" reply="7" id="2327891"]I have to agree with deveiver in this point, fleets are exactly good for the things they offer: Adapting the fleet settings for each single ship in the fleet. 1. joint jump: when attacking a strongly defended enemy planet its quite handy when all ships arrive together. much better than having all your LRFs jump first and die in enemy fire before the cavalry arrives 2. fleet cohesion: what good do Hoshikos (for example)&nb

13 Replies 26,410 Views

[quote who="InfiniteVoid" reply="3" id="2329015"]The "Flagship" designation can only be assigned to one capital - if you have two (or more) that are both the highest leveled capitals in your fleet, neither will get the designation. [/quote] Are you sure? My first captial ship is (almost) always the flagship, even when all my capships are at level 10. I've never had a fleet without a flagship. The designation seems to go to the ship with the highest experience value.

5 Replies 18,084 Views

Okay, a nice basic starting strategy is as follows: * Immediately: Build cap-ship factory and set a capital ship going (I like the battleships, but colony ships will save you money). Build all resource extractors in the home grav-well * Then: Build a few light frigates, and a colony ship if needed (i.e. if you went for one of the non-colony capships). Use these to claim surrounding worlds. 4 light-frigates alone will capture an asteroid without loss. The cap ship and (sa

14 Replies 27,321 Views

1) You're right: The AI doesn't build super-weapons. This is great in my eyes, since I hate virtually all "super" weapons in RTS type games. I don't understand the need to keep putting them in... ever since nukes first appeared in C+C. Anyway, it doesn't spoil the game at all, since you can simply not build them. I must have played 50 games against the AI, and I've never built a superweapon. 2) Yes, the AI isn't too smart when attacking a starbase, but they will (almost) always

11 Replies 11,124 Views

Just wondering whether there is a simple way to disable AI surrender, so that the game ends when the final enemy planet is nuked. I know that it's possible to continue playing after the AI has surrendered, but it's just not quite the same (and the AI doesn't seem to react in the same way). The surrender can be quite disappointing in large maps, where the AI might have 10 or 15 planets left. I also like playing 'against the clock' with particular configurations of AI on large

2 Replies 11,989 Views

I've done this a few times :) I love comp-stomping against massive numerical superiority. It's a LOT harder with the improved AI than it used to be (first did it back in v1.02 I think). AI now co-ordinate their attacks much better, which makes it much harder to counter. That said, using starbases properly it is possible, at least with the TEC (I only play TEC for comp-stomping). I wrote a little guide on using the final protocol on TEC starbases to good effect, to wipe o

18 Replies 68,581 Views

Just one thing really, and it should be very easy to implement: The option to disable AI surrender. Yes, it is sometimes a time-saver to have the AI surrender when the situation is hopeless. But after a massive battle across a huge (~100 planet) map, it's nice to finish things off properly by annhiliating every planet on the map :).

193 Replies 503,516 Views

Okay - perhaps I have been a bit harsh on the Marza. I admit that it can cause a lot of damage, particularly at level six. I guess the reason I don't use it is that I have plenty of other craft for raw damage output (mainly kodiaks and bombers), so the rest of my fleet is focused on survivability. I'll give the marza a bit more of a chance in the next game I play :) I still maintain that the sova's instant strike craft rebuild, additional SC armour, and the fact that enemy AI

30 Replies 122,886 Views

[quote who="DoReiRei" reply="25" id="2099902"]Well, Is safety Override protocol/last resort bugged? I used it on 4 unfair bots entire army, Level 2 last resort, and it didnt even damage the scout attacking my starbase when it blew up... Im pretty dispointed. [/quote] It takes 2 or 3 seconds to build up before it blows, so if you leave it too late then you are screwed :) As it's building up you should see some particle-type effects coming from the starbase.</p

36 Replies 133,768 Views

[quote who="mbaron888" reply="15" id="2087761"]Your turtling tips against the AI have been working very well for me. So well I’m going to increase the AI level I’ve been playing at. [/quote] Glad you found the guide useful :) [quote]A couple of tips I've found useful. Once the frontier or choke point is fortified with maxed out tactical then upgrade the logistics level. This gives you up to 3 constructor drones which helps to quickly rebuild tactical

30 Replies 122,886 Views

[quote who="Haree78" reply="19" id="2095279"]Has anyone seen the AI use this yet? I've been lucky enough not to so far but I'd prefer that it was something I needed to concern myself about! [/quote] Nope :( Not seen the AI use it yet, and they have had plenty of opportunity. Just like the superweapons, I think it's something that the AI just doesn't build. Which is a shame.

36 Replies 133,768 Views

If you jump ion a few scouts, they will eventually clear the mines. If you want the mines cleared faster, jump in a few flak frigates with the scouts. The fastest clearance comes from fighters though. If you have a few capships or light carriers in the system, then jumping in a few scouts should clear the system pretty quickly. ... the only thing that annoys me about scouts in mine-clearing duty is when they decide to break off and attack in incoming target (usually an

17 Replies 38,264 Views

[quote who="Bobucles" reply="16" id="2093290"]Oh, I didn't mean the orbiting structures. I meant that the devastation was so great as to wreck the planet's health. [/quote] Ah, I get you. That might be interesting actually... It would provide another incentive to only use the thing as an absolute last resort.

36 Replies 133,768 Views

I play as TEC. As a rule of thumb, I will place as many trade ports as I possibly can. Basically, I will budget space for the number of research labs I need, and the places I will put broadcast centres. Other than that, every available logistics spot gets filled with a trade port. If you work it out, a trade port will pay for itself in 20 - 90minutes, depending on the length of your trade chain and your level of fleet supply. So, the earlier you place them the better. As for r

11 Replies 25,204 Views

[quote who="Bobucles" reply="14" id="2092826"]Strike craft surviving sounds like a simple targeting issue with the ability. It's easily fixed by adding strike craft to the target list. I think this ability should also wipe out the infrastructure on the nearby gravity well. The explosion is big enough to wipe out nearly everything in orbit. The blast and wreckage would ruin the planet![/quote] If the structures fall within the blast radius, then they get heavily damaged (or destroyed)&

36 Replies 133,768 Views

Well artifacts can improve in-star and between-star jump speeds, and TEC have upgrades for turning circle and jump-calculation. As for wormhole jumps, they're instantaneous anyway, so I'm not sure how you could improve that... The only one that is missing is ships-speed upgrades. This might be nice, but I have a feeling that ship speeds are carefully calibrated to allow each fleet to always be able to catch at least some units of the other. I'm sure that it could work with a small boo

8 Replies 39,939 Views

Yeah, I was surprised about this too. Originally I thought that the flagship would get a slight bonus in shield strength or something. This would be nice as it would partially discourage the practice of always targetting an enemy's highest level cap-ship first; ie. if you destroy the flagship first you must fight through another x ships each with the flagship tag (and so improved shields), but if you leave it until last you will only need to fight one ship with the shield bonus.<

12 Replies 9,457 Views