The death of auto-exploring scouts tends to involve someone parking their static guns and a phase inhibitor at the edge of a planets gravity well and hitting them with it. Fighters/bombers often aren't quite fast enough to catch the scout on its way through, but even a couple of planets with 2-3 parked static guns at the edge will take them down pretty good. This is probably intentional but it means that you need to keep microing the parking of scouts in nearby non-colonisable wells (in mag/pl
boxox
[quote]60 siege frigates will likely wipe out your planet before you can kill them. This led to massive siege-frigate-spam. [/quote] If someone has 60 siege frigates, I know they have 60 siege frigates and probably bugger all else! That is like writing 'idiot here' on their forehead. Take a small force to deal with the frigates, eat the damage to whatever planet they think they might kill and rebuild it, and mobilise as much as possible and point it directly at their homeworld. There
Staticguy, it sounds to me like everything in the scenario you described is as a result of you expanding too fast, having too little mobility on your defensive screen, having too few recon assets, neglecting planetary defence, and concentrating your forces too much. 3 siege frigates is only going to be a danger to a planet(oid) with 1500hp - no planet upgrades or bomb shelters or hangars or similar. A single hangar with two groups of fighters should be able to deal with that, if that i
But they don't have to see it through! All they have to do is hit 'surrender' rather than 'quit' and it removes the requirement for everyone else to kill their AI zombie force afterwards. If they hit 'surrender', though, they get a loss recorded. If they hit 'quit', they don't - it is just added to their games played. IMO there needs to be a state added to the player file that records 'user initiated quit' as distinct from 'server disconnections / booted from server' and 'saved gam
Yeah, I stumbled on 2xcap using all 100 supply early on VS the AI. I don't think it's useful in an FFA game with fixed teams or untrustworthy people - if you had another ally (preferably 2 or more) next to you - you could make it work. The big thing is that it leaves you with no fleet points for scouts, which are so, so critical in multiplayer. Someone else needs to do that for you, or your first cap might end up jumping to a very heavy militia terran planet and be unable to take it, then you
The stats are tied to a player name, not an ICO account name, as far as I can tell. There would be problems with making the ICO accounts public and trackable to all, but perhaps there is some other unique identifier that could be used to track an ICO account used by an idiot player. I don't think you understand the problem if you think it is about someone hitting 'quit' and then everyone else records a win. That would be just fine. That's not what happens. The problem is that a soc
You can click the icon next to the players name to see their win/lost/played/ping stats once they've joined your server and kick them if you don't like the look of it. One thing I would like to see is a 'shitlist' as well as a friends list. People who can't join a game I host, ever again. I will always add someone to friends if they can sit there and take a beating like a man, but I don't like having to keep a list of people who can't.
I'm a brisbanite too! I have taken to putting (AUS) in front of the server name when I host. Don't have any real time commitment at the moment but I should be around every other night or so.
I could swear I remember an interview with Ironclad where they said you could change the distance at which ships became icons, but I can't seem to find an option to do it. So anyway, how do you do that?
I am interested too, is there any interest in making scheduled games at a day/time? I have not had many problems so far with international 2v2/3v3/AI games going at 150-250ms ping, SSE being peer/peer seems to mean that playing with anyone connected who's losing packets is the real game ender.
This is an extremely simple mod. There are no doubt some horrible unintended effects of such a quick mod, I know, please feel free to exercise your insatiable appetite for pedantry and self aggrandising cockitude pointing out what is completely obvious to all. No, really. Everyone would be so much the wiser if you would just make that post pointing out that mysterious 'other' things depend on this stuff. Go on. This mod doubles things. Range of weapons - x2 Rate
it's to do with the game running into your particle limit, I think. go to this file (in winXP): \Documents and Settings\(your username)\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\Setting open the user.setting file with notepad. change this line MaxParticleCount _______ to say, 12000 or so. it will slow down the game in a big fight if you set this to something higher than your graphics card can handle.
Some questions! Yes, I know SSE was designed to work in a 2d plane ... but damn if that doesn't cause some weird stuff to happen. 1) is it possible to mod the game so that orbital structures are built higher or lower rather than directly across the equator of planets? Something like the variance we see from asteroids, etc? 2) Is it possible to tweak the fleet form-up so that capital ships form with greater vertical, and especially horizontal separation? Even with 'loose' for
Hmm. For a quick test I just took the file PLANETMODULE_PHASEORBITALJUMPBLOCKER.entity changed ability:0 "AbilityHyperspaceDisruption" to ability:0 "AbilityGravityWarhead" and gave it some antimatter and antimatter regen. I was able to cast the ability from the ability panel, and get it to shoot at things after I'd cast it at something, but with the default-on autocast on it seemed extremely reluctant to actually shoot at anything.
One quick question, would it be possible to either a) make a new turret type or b) modify the PJI so that we have a turret which fires something similar to the gravity missile? or some other form of system disabling missile? do I just change what a turret fires to be BuffGravityWarheadSpawn or something like that? I think the PJI would work much better if it was something like a gun that shot at targets and stopped 'em individually rather than a field tha