GoldenShadow

GoldenShadow

Joined Member # 3036409
17 Posts 83 Replies 472 Reputation

It all starts out on a nice Terran Planet where the TEC decide to start exploring the Solar System. The flagship of the fleet is a Marza Capital Ship, which find a number of asteroids nearby. We clear out the asteroids containing pirate scum and proceed to colonize them for mining operations. Everything is going well until we encounter a desert world and lay claim with a small colony. A new race is encountered here and it is clear they are hostile. We destroy their scout ships and

0 Replies 822 Views

I have Steam and Impulse Installed. I own, according to my steam profile, 48 games for the service. While on Impulse I only have Sins of a Solar Empire and its expansion, and Galactic Civ 2 and its expansions. I already have Supreme Commander from retail, and theres just no other games from Impulse that I want to play. On the other hand, Steam is coming out with so many new games recently that I can't live without it. I totally prefer Steamworks DRM method to the one EA used which have

258 Replies 812,249 Views

I wish it was possible to steal enemy structures in orbit after colonizing a previously owned enemy planet. Just set up a specialized frigate, like the colonizer for example to go and capture it to your color. Maybe make it a researchable upgrade. If the vasari left a phase stabilizer in orbit, and you obtained a few of them, you could put it to use. It would be nice to be able to steal any and all structure types, excluding starbases.

12 Replies 4,982 Views

This is intended to cripple all abilities of a fleet that tried to skip a front line defense gravity well. Your fleet can chase them and have full antimatter to use at will. Works better if there is a phase inhibitor to slow them down too, you can be prepared and wait for them on the other side.

10 Replies 4,468 Views

I want some more research to upgrade torpedo range. Have the Initial range just inside of a starbase attack range so they are good against all structures, but have to go into the attack range of the starbase to shoot at them. But After a few upgrades, they can outrange the starbase. That lets you get a better entrenched position before the higher tech comes along

19 Replies 6,591 Views

I had 3 marza dreadnaughts guarding my fully upgraded starbase 2 attack/3 hull/2 docking boon upgrades. Two of the Marzas are level 10 and the third is level 7 so far. No matter what has come to attack me, i can take them all out with extreme ease. Missile barrage, the 4th special ability of the marza, it does 150 damage x20 to ALL ships within range. 9,000 damage nearly instantly to all targets within firing range of the Starbase. This is an uncolonizable asteroid field, so I don't

40 Replies 11,762 Views

Thats a good point. Even if the torpedo cruisers phase in at point blank range against a star base, they will tend to do tremendous damage before they can be taken down. I just don't like the idea of the torpedo cruiser at all though. Why does something that can destroy structures in seconds not hurt regular ships at all. It makes no sense. My idea for rebalancing them: Give them more range, and slightly slower speed. These ships sho

52 Replies 109,482 Views

If you go in planning to take down a starbase, of course its easy to do with the right tools. But when you are trying to do something else and encounter a starbase unprepared. thats when you crap your pants and run home to change.

4 Replies 14,285 Views

I thought the same thing. I was playing a 1v2 against 2 hard AI and They kept me pinned down to 4 planets for the most of the game. I managed to get starbases at the flanks and one in the center phase lane. I kept getting massive raids and etc that blow up everything. Eventually, the Ninja star ships come out and kill the starbases. I get mad and reload an autosave from 5 minutes prior and build a massive mine field where I knew they will attack from. 150 mines concentrated in one

52 Replies 109,482 Views

A Starbase fully upgraded with weapons and armor with a respectively sized support fleet is extremely difficult to take down. I had 5 caps, one a level 10 (with the gauss cannon ability) and the rest between level 5 and 8 Two of them were the ones that had shield restore ability. So far they had been able to to defeat anything that came at them on their own. I decided to push my luck and attack one of the enemy homeworlds with just those 5 caps. The battle didn't go so

10 Replies 3,244 Views

I saw a clipping issue in-game involving one of my capital ships and a starebase from TEC. i ordered them to park near the repair structures, which had a space station next to it and one of the caps was half way inside of the space station. it wasn't stuck there, i ordered him away and he flew out. I tried to get a screenshot but I didn't know how, or at least where it might have saved it to.

2 Replies 1,620 Views

I got my hands on Beta 2 today and spent all afternoon playing a 4 player FFA, me against 3 AIs. I have all of my graphics set to highest running 1360*768 with 4x AA Specs are Vista Home Premium 64bit Intel core 2 duo overclocked at 3.08Ghz 4 GB RAM Radeon 4870 video card Asus Xonar D2X sound card Beta 2 actually has great performance compared to beta 1, no slowdown or stuttering issues anymore in large battle

9 Replies 2,888 Views

I don't agree. The mines are phased out of normal spacetime. You can actually detect them(read see them on your game) but not interact with them at all aside from the scout's ability to de-phase them. At that point you can blow it up. Therefore, there can not be any possibility of a chainreaction, because the other mines are still in their cloaked mode and invincible. The solution here is to automate the scout's behaviour. When he is not on a scouting mission, j

25 Replies 4,485 Views

From what I can tell, The Empires in this game rely a lot on behind the scenes civilian and black market to help their war effort. All of your fleet and tactical structures cost you money to operate and maintain them. You directly pay to build and staff that capital ship. Starbases are different, The Empire helps initialize the project by producing the constructor ship, but its up to the civilians to build and maintain the Starbase. Star base build time should scale by, the local gravit

27 Replies 23,628 Views

A few months ago, The Install limits on BioShock were removed. Now that game is free to be played with at anytime in the future. The reason is that the game is yesterday's news. I can see the nesessity to have install limits because it prevents friends from swapping the game and kills the Used game's market. Therefore, all new sales profits go straight to the developers and publishers. But after a game has Lost its main stream focus and only retains its core audience, once the masses ha

76 Replies 156,525 Views

Which way do you guys prefer? a percentage of your income, or a set amount of maintenance cost per ship.

23 Replies 7,004 Views

1. Interdictor Cruisers ___________________________________ 2. More complex logistics and fleet capacity. It should be based on infrastructure and training capacity and raw material production and factory output. That leads too.. Every ship has a maintenance cost. Which means you can end up with negative resource production if you have too many ships and not enough mines and trade routes. Examples: Frigate costs 1,000 credit, 250 metal to initially build

272 Replies 435,854 Views

I haven't read your whole thread yet. I like stargate atlantis, and I have some ideas for your mod. It always seemed strange how culture works in sins by colored lines and affecting allegiance. it seems a lot of gameplay can be exploited from this feature. Change culture to represent ground forces using the stargate to attack other planets. Home planets have get an Iris upgrade, planets can have an option to bury or unbury their stargate, meaning no trade value, but no threat of attack

2,178 Replies 5,307,382 Views

I have played a few 10 AI FFA games on huge galaxy. some with locked teams off and some on. The difficulty level is vastly different. Locked teams has all of the AI fighting each other and never attacking the player at all. Unlocked teams always devolves into a 9 vs 1 in the end game, making it impossible. This was all against Hard AI too.

7 Replies 18,386 Views

Maybe Limit the number of PJI to equal the number of military labs you have. When You can usually pretty easily have 4 military labs by the time you research PJI, so you can make 4 of them right off the bat and extra PJI is going to cost you tactical and logistics space for the extra military labs. PJI are supposed to be scavenged tech, right? Anyway, After reading all of the posts, I don't think a PJI that completely stops all phase jumping is a good idea. A delay is the best thing. In

101 Replies 74,783 Views

I tried the gigantic galaxy and set up a FFA with 9 AI players. All went well at first, I made an ally with my neighbor and was able to push back and eventually defeat by other neighbor. Thinks didn't keep going so well though. Even though I had this uber fleet of about 7 captial ships at level 5-8, which were defeating everything they came across, I couldn't make any progress at all because I had to keep them on defensive duty. every time I tried to push outward, the enemies would sen

0 Replies 7,144 Views