Nice annotated screenshots. Quick question: How do you get the fleet view to collapse ships in groups of 10 by frigate / cruiser type??
dwuebo
I'd say the differences between races is more apparent than in most 4X games, but on the other hand, doesn't compare to most RTS games. Which is fine, because Sins is supposed to straddle the two genres.
A few small things off the top of my head that haven't been mentioned yet, in no particular order: 1) Auto-explore option in the game options for scout ships. I'm usually setting these to auto-explore anyway since I'm too lazy to micromanage after every phase jump. 2) For Vasari scout ships, if auto-explore And auto-capture are set, the latter should take precedence, even if they need to wait for antimatter. Since I usually have scout ships on auto-explore, I often don't notice
If you've upgraded to 1.02, the "-" and "=" buttons are mapped to speed up and slow down. It only slows down to 1x, but can speed up to 8x.
Yay, I can see the background pictures in 1.02 now!
I've just been getting a big white box, with a dialog box inside asking if I want to keep playing or quit. Wasn't sure if this was a missing graphic bug or something. Happens whether I win or surrender.
I've been playing 3v3 on Maelstrom a lot the past few days, with locked teams so I don't have to deal with the inane missions, and all AI set on hard random. In every game, each AI masses two fleets, one with just a ton of siege frigates, and the other with just a ton of the basic attack frigate and some cap ships. This occurs the entire match, even when I'm roving around with an uber-fleet of 100+ ships. So... I'd say the AI still has a lot of work to be done. But I have faith in the devs - jus
I was wondering whether certain abilities such as Magnetize or Microphasing Aura affect only fighters, as the tooltip would suggest, or both fighters and bombers.
1) In regards to the empire tree, I found it easiest to turn off automatic pinning of planets. That cuts down on the excess enormously. You just need to remember to manually pin planets you need to keep track of.
Sins occasionally crashes on me right when I load up a massive map with all AI players, but other than that, it's been smooth sailing.
Also, the other tutorials worked initially for me, just not the basic one, so you could always skip ahead and do those first. Oh and the manual(.pdf) is in your Sins game folder.
I had the basic tutorial not work on me either, even after switching back to 1024x768. However, it worked when I went back to the menu, quit the tutorial (but not the game), then started it up again. So, try that a few times.
I wholeheartedly agree with the OP. Right now, on random maps, I'm usually building two civic research centers more or less as soon as I can, followed by the volcano / ice planet techs. After that, I usually build a military center and start working on the first tier of that instead of any civic tier 1. Planet pop increases are more important with more planets, not at the beginning of a match. And the Advent tech speed increase? More useful when you actually have sizable coffers and start gettin
Since we're on the topic of graphics here, what's the no masking antialiasing option do? I'm assuming that since it's between no antialiasing and 2X, it's somewhere between those two in terms of quality / performance?
Meh, giving other factions resources for friendliness makes more sense than arbitrary "missions".
I wish this was emphasized more in the very first tutorial. IIRC, it just starts you out with a cap ship without explaining how you got it, or that the first one is free (although that nugget is in a loading screen tip for some reason).
I wish fighters were more useful. As it stands, bombers are more effective in the vast majority of encounters, at least against the AI.
I like the idea of auto-docking, too. It'd reduce a lot of the clutter when I have 5 hanger bays guarding a planet.
Yeah, frequent phase jumping is annoying. What I don't understand is why phase jumps (without the upgrade) consume 100 antimatter, yet you can still jump away with 0 antimatter.
Thank you, devs, for the speedy changes.
[quote] There is a substantial bonus if you take over the pirate base Anyone find out what this is? I've taken over two pirate bases in my various games, but never noticed anything notable. I wasn't really looking closely at the time at e