[quote who="Janeric" reply="23" id="1987106"] One really simple fix is to turn mines on and off. It doesn't get much simpler than that.[/quote] We're not looking for simple fixes though, and that wouldn't be a fix anyway. They need to be tweaked and balanced, not turned off.
BaggerX
Mines: Are a minor delaying tactic at most. 1. Don't think in 2D. You can use the Z axis to totally avoid mines. This is a major problem I think. If you can completely bypass mines by simply going over or under them, then they're broken. I believe we need mine caps for each grav well, and better ways of clearing them without so much micromanagement, but we also need to be able to build effective barriers with them or they are truly
[quote who="Tridus" reply="19" id="1986812"] I don't think thats it. Mines get to a point where it slows the game down to a crawl. Antimine options by themselves won't solve that. Here's a save game where the AI has hundreds (I can't count exactly how many) mines at their home planet. Trying to invade it results in a slideshow. Ships will fly through and get destroyed unless you spam the stop command on them. It's incredibly not fun to try and play. http://www.hired
[quote who="M Shadowy" reply="25" id="1985967"] I, however have a different idea, consisting of pretty much two parts. The first would indeed be a range increase, though not as extreme as most are proposing -- something along the lines of a 60 - 80% range increase for short and mid ranged weapons systems, and a ~50% increase to long range weaponry.[/quote] While the numbers may or may not work, I think we all agree on this. [quote who="M Shadowy" reply="25
Cielo cruisers are supposed to be high-tech targeting ships, and right now they don't really get to do much. I think giving them some additional mine mitigation capabilities would be a good thing. Maybe let them work in conjunction with scouts to direct fire from nearby ships to take out mines much quicker than normal, or at increased range, or both. Via upgrades of course.
[quote who="kyogre12" reply="9" id="1986363"] It apparently doesn't work for me. I select a mine, and the little "scuttle" button is greyed out. The hotkey for scuttling doesn't work either.[/quote] Are you playing multiplayer or single? Things don't always seem to work the same between them. As for making mines an option, I don't agree with that. It's not the same as pirates. Pirates are more like a natural feature of the map that can aff
[quote who="VRaptor117" reply="3" id="1983616"] TEC mines should be reduced in cost, not use a tactical slot, and have cap of, say, 200 per grav well. In addition to that, every 45-50 or so mines should have an impact on trade/refineries, due to the increased navigational hazards. So maxing out your mines would seriously hamper trade, while placely some strategically would have little to no effect. Planets without trade ports or refineries(unlikely) woul
I've scuttled mines as TEC plenty of times. The problem is that it works just like scuttling ships or structures, and you can only scuttle one at a time. With mines, they need to let you select and scuttle an entire group. They should probably add some sort of confirmation dialog for that though. The need for a limit on mines is obvious, but the ultimate solution will be different for each faction. TEC will need a fairly high limit, but they can only place mine
Ok, turning off the auto-cast for Resupply ability seems to fix the problem. All weapons seem to be firing consistently with it off. As soon as I turned it back on though, it stopped firing. Definitely a bug. Also, what's with the funky lava-like stuff spewing from the top of it? What's that supposed to be?
[quote who="JDoe1013" reply="1" id="1984378"]I have seen this but only when the ability docking boons (spelling?) is active it, it seems to stop attacking during this time. Personally, I think it should keep attacking while it is running an ability, its big enough to do two things at once.[/quote] You may be right about that. I did notice that docking booms was active most of this time. I'll go back and look at it again and experiment with that. [quote
I think there should probably be some sort of automatic AI behavior to avoid mines, but there would also need to be a way to force them to enter a minefield if that's what you wish. Ships making wide turns into minefields is just crazy.
I'm linking my savegame to help figure this issue out. Does it matter that it's on a custom map, or is the map info included in the save? The starbase in question is in a Pirate Base grav well. Anyway, here's the problem. The Argonev starbase seems to fire for a minute or two, and then stop. Sometimes it will start again, but I counted (slowly) at least 60 seconds where the lasers didn't fire at all, despite the fact that there were many ships easily in range.&
[quote who="Cykur" reply="23" id="1983064"] 20 STAR??? Do you mean 20 planet? 20 planet is a 4 player map?? 50 planet, 1-3 star is a 8-10 player map. 50 planet games generally took about 2 hours to finish which is the upper end of what most people can handle. 20 planet games took about 1 hour. One of the 20 planet, 4 player Entrenchment games I played went 2 hours without either team achieving a decisive advantage, then it crashed. I'm seeing games tak
Moving starbases are not the answer. Longer range weapons seems workable. Avoid clipping issues with the planet by making them LR missiles. They have to be able to cover at least one third to half of the grav well to be even remotely useful. They need other capabilities to encourage the enemy to engage them if they want to proceed to another system you control, or to destroy your colony (if one exists there). The starbase weapons currently seem rather anemic.&nbs
[quote who="wbino" reply="12" id="1983838"]If you think about it mines dont HAVE to explode, they should just deny the space their in. Enemy ships would SEE them and avoid. You would not get the booms but the mines would serve their purpose to deny space and funnel ships toward your defenses. There would be of course a limit..and this would solve the mine clearing problem. Also without exploding you solve the "why arent friendly ships get hurt also?"( by their own mines) just
[quote who="cool1007" reply="13" id="1984035"]So far... Im NOT enjoying Entrenchment and how overpowered mines are (specially the ones the Vasari can create outside their own gravity well). It's really out of hand how powerless you feel when they attack your world and in less than a minute you have mine spam all around you It's also retarded how you bring your fleet in with scouts, and they just SIT in the edge of the gravity well, while the rest of your fleet rush to attack BLIND
[quote who="FCN_Athena" reply="5" id="1983933"] I agree; making minefields more about just making the whole grav well dangerous to be in is probably a better way to go than having little pockets that make you go: "nonononocomeback ... dangit!" when the fleet AI wanders you into it. Which is what we have now. A thought on Advent mines: obviously there's a lot of work to be done on them, but I'd like to go on record saying homing mines are pretty nifty. In concept, a clust
Mines wouldn't be detonated by a friendly ship. That would be nuts. IFF would certainly prevent that. I don't think mines are overpowered as it stands now, at least not TEC mines. I haven't dealt with the others much yet. I think scout detection range might need to be bumped up a little, but sending some scouts with your fleet will let them see and fire on the mines. I agree that it would probably be a good idea to have an upgrade for flaks that would let t
Wow. Lots of ideas here. I should have read this thread earlier. Anyway, I don't like the idea of moving starbases really. I think it needs to be a range increase, at least for the TEC base. Maybe a different solution for Advent in order to avoid the repulsion problem. I think the TEC base should be able to cover at least half the grav well, and I'm liking the idea of it preventing or at least dramatically slowing jumps toward systems that you control.&nb
in vanilla sins you beat your enemy's fleet and then went on a ranpage throu his worlds, how is that strategy? imo the whole concept of blitzkrieg in space warfare is kinda hmmm. atleast now there is time to rebuild a fleet and try to make a comeback I understand the time factor argument ( not wanting to play for 12hours in a mp battle) but imo this is a bit faulty argument. If you want faster games play small maps, a 20star map shoud be an epic undertaking not a
I mostly like the starbases as they are now. The only changes I think need to be made are these: 1. Make the starbase build slower. Like half or a quarter of the current speed. They build up ridiculously fast, and the AI likes to plop them down on the edge of your systems a lot. The thing can be 75% done before your fleet even gets to it if you're coming from the other side of the well. 2. The starbase definitely needs a much larger weapons range so tha
[quote who="Phazon88" reply="4" id="1856878"] I can already see it now, players who do not wish to buy the expansions will be kicked out of many a game because players only want to play games with all the content that they purchased in the first place. Its a double-edged situation sadly, with no clear solution.[/quote] It's not like UT2004 or something where there are 500 different types of game and 3 people playing each. Some people will like the improved defenses and
How do you install the beta update? Impulse just shows the game with no option to update it that I can find.
Interesting that others have encountered this problem. Not sure how rare it is, but at least it's not just me. Haven't seen any real mention of this particular problem in the threads I've checked. Is there some way to submit an issue report, savegame file, etc? Of course this was 1.03. Now that I've updated to 1.04 I'll have to see if I run into it again.
[quote]Well, the X1950PRO isn't exactly the most up-to-date card..[/quote] Runs Crysis and other games just fine, albeit not on the highest settings. Should be fine for Sins too. [quote]Just asking out of curiousity is the system overclocked?[/quote] Nope. [quote]When you were playing with the other AIs, did you encounter any kind of slowdown?[/quote] None that I noticed. I'm running fullscreen as well. Tried turning off Spybot. That didn't help either. <br/