theRetroboy

theRetroboy

Joined Member # 3036355
10 Posts 584 Replies 6,813 Reputation

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

6 Replies 15,507 Views
Reply to WLd Mod in Sins Modding

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

292 Replies 770,613 Views

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

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That did it. You can find it on Google by searching for, surprisingly enough, ".net framework 2.0". -- Retro

30 Replies 92,949 Views

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

7 Replies 15,621 Views

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

11 Replies 51,276 Views

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

11 Replies 51,276 Views

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

30 Replies 92,949 Views

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

12 Replies 7,036 Views

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

5 Replies 13,323 Views

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

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soasewiki.com is where I often go to find out about stuff. -- Retro

6 Replies 5,070 Views

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

4 Replies 11,541 Views

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

4 Replies 11,541 Views

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

6 Replies 5,070 Views

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

6 Replies 5,070 Views