Sins would be fine with an 8600GT. It's more of a CPU limited game.
homerdog
[quote]6 orbital guns had the sieges within their field of fire and 4 [B]bomber squadrons[/B] with the planet at 6000hp and it was dead before my fleet 2 jumps away got there to help... Might have killed two of the freakin things. The planet was -not- undefended.[/quote] You should use fighters against siege frigates. It makes a [U][B]big[/B][/U] difference.
[quote]7600 graphics card are notorious for being crap, i think the 7600 was basically designed to be the entry level graphics card and more designed for use as a media center.[/quote] That is a load of crap. The 7600 was a great midrange card when it was released and should have no problem running Sins. Sins becomes rather CPU limited in big games with lots of units shooting at each other. I get crazy slowdown sometimes with my 2.5GHz Athlon64x2 3800+ and I have a 512MB 8800GT
I've had this happen to me before. I run Vista Business 32bit with 2GB of RAM. It only happened once after a couple of hours of play on a large map with tons of stuff going on. If it is happening to you consistently try increasing the single application virtual address space limit. Go to the command prompt (Start -> cmd) and type "BCDEdit /set IncreaseUserVA 3072" without the quotes. Reboot. That should help, but obviously not completely eliminate the problem since I've already had a crash even
[quote] Theorycraft is great. Now, show me a game where a small empire like get hits the 2k fleet cap to match the empire that's 5x larger in everything. Until you do, you're pulling your argument out of thin air. [/quote] Well I was exaggerating with the 5x statement. Take two empires, empire A and empire B, both large enough to fill the 2k cap. Empire A is twice as large as empire B. Clearly empire A is disadvantaged for no rea
[quote]That's really the player's problem, not the game's. There's nothing "natural" about it, there's nothing stopping you from putting together the big steamroller and running over the little guy, for example.[/quote] Sure the big guy could steamroll the little guy, but what would stop the little guy from jumping to another star and smearing big guy's capitol. Remember, big guy and little guy have the same size fleet. [quote]Yes, let's give double the fleet cap to an empire j
Some of the complex and elaborate reworkings of the system that people are suggesting here sound good, but we need a fix that can actually be implemented with a patch. A simple and effective solution would be to apply a small multiplier to the fleet cap based on your empire's total population in addition to the current system. This multiplier could never go below 1 or above 2. That way the larger empire could have enough ships to defend itself while the smaller one wouldn't be completel
Unfortunately most of these issues seem to have been addressed in the beta. The decisions were made and I don't see them fundamentally changing the way unit caps are handled with a patch. Please surprise me Ironclad :)
I think fleet caps should be at least somewhat dependent on empire size. I understand why the current system is in place, but bigger empires need more units to function properly. Maybe a small multiplier applied to the fleet cap based on total population? Not major, but enough to allow the empire to properly defend itself.
Research is crucial when breaking a stalemate. Get the culture spread bonuses, insurrection, and the novalith (or comparable superweapon) and things will swing your way. There's probably a better/faster way to go about it but that works for me. And yes, maxed out planetary defenses [I]must[/I] be able to defend against spam seige fleets. The gauss platforms need at least a 50% range increase in my opinion.
The current pirate implementation is decent, but the auctions really really suck. Whenever I hear "A pirate raid is imminent" I basically have to stop my game for a minute to babysit the pirate screen and make sure I don't get 30 corsairs rammed up my @ss. As much as I try to pay attention to the notifications, I always find myself reloading when the AI throws a last millisecond bid in. Putting more money in the pot doesn't really help either, since the AI will still bid higher if at all possibl
[quote] You can do this already - I believe if you hold alt while selecting a unit, it will auto-select all units of that type in the grav well. If it's not alt, it's control. (Can't remember which at the moment...) [/quote] It's alt, but I think he wanted a hotkey. By the way, quoting on this forum sucks :(
[quote]I'd like a repeat queue option, but the one step further might be one step too far. Often times, I will send ships in to battle to free up some unit cap. Also, if they just got their butts handed to them, I'm probably going to want to try a different mix of ships the next time. [/quote] Right, it would be more of an in-battle feature so you wouldn't have to fool around with queuing ships not knowing which ones will be destroyed. If I'm attacking something I
That's a great idea Redion! In a large map it can be difficult to keep your planets fully developed. While a spreadsheet may be too much to ask, some color coding in the empire tree to indicate which planets have empty slots would sure be nice. The spreadsheet would be ultimate though...
Taking it one step further, how about an option for a fleet to automatically order replacements for lost ships from the nearest factory. Have the replacement ships automatically set themselves up like the ships they are replacing. For example, a carrier with a fighter squadron is destroyed, the replacement automatically builds a fighter squad. It sucks to see brand new carriers jumping in with no air support! I understand that there has to be limits to how much automation is allowed for