[quote]Ah, the ever clever argue for the sake of arguing.Well played sir, well played.[/quote] He was arguing for the sake of making sure you understood that, factually, being on patrol would not change the likelihood of you being in the right place at the right time. However, you could get lucky. Ben
Azeltir
[quote]From what I can gather worm holes do not connect to other solar systems, so once you have the system to yourself you can ignore them.[/quote] Not true, I'm afraid. See Voruk's Labyrinth (a medium sized map which comes with the game) as an example. Ben
It just keeps growing! Ben
[quote]Think 'War of the Worlds'. When someone figures out a disease and shoots it into your ship, you've pretty much lost the whole war.[/quote] Yeah, try finding a disease that jumps between species that easily. The end of War of the Worlds is a bit ridiculous (but fun!), as it takes extraordinary luck or a great deal of time for a disease to adapt to a new species. Ben
Is there some repository where we can see all of your work so far without having to sift through comments? It would be nice to see all the pictures and mechanics in one clean, organized place. Ben
Excellent summary of the currently prevalent strategies and tactics. I look forward to watching the replays. Ben
Free-For-All. Ben
Annatar, strikecraft clip through planets and such, certainly. While, yeah, when I'm around a star they usually do fly around, it's possible that some of the strikecraft actually are flying inside the star. I really wish they would make strikecraft stop clipping through things - it can kind of ruin some battles. Ben
Regarding the opening post: Once, I had a strange situation where both I and an AI were controlling the same force. I would find my factories producing units I never created, my forces heading directions I had never sent them, and my research teams diligently working on projects I most assuredly had not asked them to study. The problem went away, I think, when I reloaded the game, but it was jarring. Ben
More lasers. That can never go wrong. Ben
Are you sure you found an artifact? If it says (assuming you are TEC) "Our analysts have found something interesting," it means you found a planet bonus - mouse over the world to see what it does. If it says something like (if you are, say, Advent) "Our scryers have found a powerful artifact!" then *that's* an artifact. Go to your research and check the artifacts tab to see what it does, or you can mouse over the world on which you found it. All artifact effects are passive, so you don'
I'm pretty sure you already can abandon planets. I remember seeing the option before. However, I don't think you get resources back, but I could be mistaken. Ben
That, or research the "buy to level 4" tech, and then that's one less capital level you have to worry about. What's annoying for me is training my Radiances to cleanse brilliantly, but I suppose asking to level to 5 or (gasp) 6 for just credits is asking a bit too much. Ben
I can confirm that their firepower, hull, and shields improve, but I don't know by how much per level. Ben EDIT: On second thoughts you can check the Sins spreadsheet at https://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 to see the changes at level up. On the first page, it tells us that ships get an increase of 5%-9% to DPS per level up, and all the other changes are right there on the capital ship page.
Fine, Larowyn - what would "carry the game," if Sins' innovations don't? I agree with each of Karryle's points, and I don't agree with your analogies that address his arguments. Name a structure in Starcraft that provides the analog of Sins' culture mechanic. I, certainly, can't find one. "Strike garrisons are just another type of defense turret with a big range, and carriers are carriers," you say, but the "big range" aspect of the experimental structures - let alone their diverging ef
I remember buying that, trying it, not knowing what was going on, and then going back to play Baldur's Gate 2. A pity, I love Star Wars games. Ben
I think it's a good idea, but I'm really worried about massive interface clutter, as well as the encouragement of micromanaging units with interesting disabilities - like the engine overload. Would you want ship AI to be trying to handle the problems it encounters, or would you leave it in the players' hands? For a game with hit points, having a "die at zero" is expected when looking at the bar. I wonder if there is some sort of way to communicate the Super Smash Brothers-style damage s
If we can't have an official campaign, at the very least I would enjoy the following: -Alternate victory conditions -Alternate starting conditions -Triggers And to have those wrapped into an editor would make making a campaign much more plausible for fans. Ben
Mm, but if we're to complain, even the Advent is lacking in the Destra Crusader voice department. I think the captain's having a bit of trouble with the word "desecraters." Vasari, especially they're scouts, definitely annoy me, voice-wise. Which is unfortunate, because I think they have the best story of the three factions. What they need is a greater amount of regal tone - they are a fallen might, and even ten thousand years after their collapse they still feel that they are the sole
But pitting a race versus another faction of the same race? How would that play in? The lore - what unfortunately little there is of it - doesn't seem to have any reason for intrafaction hostilities, and by the same token there is no definite animosity between Vasari and Advent. Goodness, if we're to pull the "lore" card, shouldn't each faction start with more than just a homeworld? Shouldn't there not be pirates? Shouldn't most of the tech tree already be explored? I don't think the lore of Sin
Wow, suddenly that ability sounds useful! Does the Progenitor need to have been in the well when the capital ship died? Because otherwise that gives me yet more incentive to use Progenitors. Ben
Oh, come on - that's a lousy excuse. We know it will end up in war, but I agree that in an free-for-all, we should not start at 0% happiness with everyone. 50% and ceasefires, or maybe a little bit less, would be nice. This is a game of strategy - we don't shoot on sight, but rather backstab when we are sure of a win. Ben
By now, I've played at least 40 single player games "searching" everywhere, and have yet to find it. Just my luck, eh? Ben
Bailknight: I'm terribly sorry I haven't thanked you yet. This mod is outstanding, and makes playing the game an even more beautiful experience. I especially like what you did with the Advent weapons and abilities - Cleansing Brilliance in particular is amazing. The strong and vibrant blues make playing or fighting Advent a given in any game I play now. Your new ship designs look great! While I would greatly appreciate a new faction, those meshes overriding the TEC ships would be fine w
While I'm not big on the modding scene, a friend of mine has expressed interest in making a mod where more ships constantly move in combat like the strikecraft do. Personally, I'm a big fan of this idea, because watching fleets stand still is not quite my idea of epic - Sins battles look much more awesome when fleets are on the move. However, we can't seem to find where the code that differentiates strikecraft movement from other ships' is, which is obviously hampering our attempts to see why th