I think about the only thing you could have done in that game was built a fleet of about 20 scouts and then sent them to one side of the map to lure the enemy fleets away, and then jumped a second fleet PAST that chokepoint while the enemy was distracted, going in behind their enemy lines to wreak havoc. Not sure how successful that would be, however - you'd likely want to make your second fleet a bunch of smaller nimble craft to outpace their chasing capships, and then wallow into the chokepoin
theRetroboy
SUPERB, Lost. Those munitions really look like they're burning as they enter the atmosphere! I really like the greasy smoke effect - far too many games go for all balls-of-light in their explosive effects instead of including lingering black clouds with a smaller heart of flame that actually gives the impression of more violence. The missile trails you've got in there do this extremely well. -- Retro
THIS IS WHY YOU SHOULDN'T SMOKE, KIDS! :) -- Retro
[size="7"]MORE.[/size] :) (p.s. Looks Vasari-ish.) -- Retro
Have you patched to version 1.05?
Sure. All you need to do is ask what kind of help you're looking for. And hit the CAPS LOCK button, as your post is "shouting" at all of us. :) -- Retro
That did it. You can find it on Google by searching for, surprisingly enough, ".net framework 2.0". -- Retro
:D :D :D You should call it Sinsteroid! :D -- Retro,
You could also look around at all the threads that others have started asking about the campaign. :) Short answer: it's planned for the Sins expansion. First, they'll be releasing patch 1.1 which has some new content though. -- Retro
Just 1.05.
The word "Asteroid" drives me nuts because it's used for everything in Sins. I wish they'd called it "PLANETOID" for the colonizable asteroid, and ASTEROID for the mineable ones. Here's a synopsis that might help. COLONIZABLE PLANETS include the four types of world (terran, desert, volcanic, ice) plus COLONIZABLE ASTEROIDS. Of the last, there are two types - ASTEROIDS and DEAD ASTEROIDS. ASTEROIDS support a population with one upgrade (10 --> 20 people), and always have two or
If you're referring to capturing independent resource asteroids, it's not tier 3 - their Scout-class has that ability, not their colony class. -- Retro
You don't build construction ships; they come with your planet. Have a look at your planetary upgrades that increase your logistics and military construction slots. They'll tell you how many extra construction ships you get. For example, upgrading your military slots from 0 to 1 gives you one extra. But they aren't hyper-capable and will never leave the grav well they're built in. Mining asteroids in gravity wells without colonizable planets (space wrecks, gas giants, meteroid fields, e
kryo, the particleforge zip didn't come with a readme. Any chance that can be addressed? [quote]The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.[/quote] All files extracted, tried running it from within the Sins mods directory area as well as its own directory. I'm guessing I'm missing a .NET component or something? -- Retro
Some corrections to Harvatos' answers. [quote]Building more Broadcast Centres will enchance the rate of spreading and its power.[/quote]I believe it improves the spread rate (and the ability to spread into systems where capital ships are present), but culture is an "all-or-nothing" switch with respect to power. Either you get the bonuses and allegiance change caused by your culture being present or you don't. You don't double-up on, say, the Advent shield mitigation bonus whether you have tw
Why don't you play it and find out? :) -- Retro
They're just general bonuses. The difference between them and the artifacts is that artifacts give a bonus to every ship and planet, but planetary bonuses only affect stuff in the gravity well. To see what the bonus is if you find one, mouse-over your planet and it'll tell you on the infocard. The bounty amount is [B]only [/B]factored in by pirates [B]just before [/B]the announcement that their attack fleet has materialized (e.g. Advent: "pirate raiders have departed!"). So you get your
WHICH patch? 1.05: From the main Sins of a Solar Empires.com page [quote]To obtain the new patch, just click on the Download Updates button from the Sins main menu, or use our new Impulse client (beta).[/quote] 1.1: in progress -- Retro
soasewiki.com is where I often go to find out about stuff. -- Retro
Fair point, ganj. I'll tribute early when one of the requestors is a neighbour though, because you can expand FAST in the other direction when your back is covered. -- Retro
Depends on how many artifacts have already been found. If eight have already been found, you're only going to find one yourself. If three have already been found and it's a large map, you might want to explore in case you find one of the other six. Considering how powerful some of the artifacts actually are, they can be an incredible boost to your fleet. -- Retro
Simply having a global parameter that creates a "minimum" timer between ANY fleet injections should be enough to make it more balanced. -- Retro
Later in the game, yes. Early, no, unless you have advent and have researched the planetary exploration capability. That moves it from a late-game thing to do to a mid-game thing to do. -- Retro
Centurion - allegiance [I]ceiling value [/I]goes up 10%. So your homeworld maxes out at 110% allegiance, and you gain allegiance slowly up to that maximum if you are in a gravity well that is being influenced by your own culture. Your culture changes your allegiance, but your allegiance doesn't change your culture. Cripple (and Centurion) - Check the research trees for the three races to find out. The research items that increase culture spread rate also have the stated "secondary effe
1. Yes. Each adds to the rate of culture spread. 2. Culture reduces a planet's allegiance to its governing empire. When the culture reaches zero (you'll receive a verbal warning that it's dropping first), the planet becomes independent and can be colonized. Culture also improves the shield mitigation for Advent units that fight within their own culture-spread areas, TEC regenerate antimatter faster when in culture, and Vasari receive a boost to their weapon power. 3. Culture s