[quote who="Draakjacht" reply="5" id="3075414"]appdata is hidden. go to control panel and make your way to folder options. go to hidden folders and 'show hidden folders'. Then you'll see it looking like a ghost and you're golden. and make sure after every update to Sins, that you start the game up and then quit, as this is what makes the new mod folder.[/quote] When i said it wasn't hidden i meant that i already have my syst
thisnickistaken
Does anyone know where I can find a reference chart for SOA2? thx to the dev team! I'm enjoying this new iteration... looking forward to the next!
[quote who="harpo99999" reply="2" id="3074876"]just use the show mod path button in sins/entrenchment/diplomacy/trinity options mods area. harpo [/quote] Ya, did that. It showed a non-existent (probably default path). and no, the folders in question are not hidden. I might have to make due without the mod or try and make space for a traditional install on my C: Thanks for all the feedb
Hi, so my Sins Trinity is installed on an xp os, but not in the default directory (lack of room on C:). I've installed the game(s) on a partitioned drive (D:). Now, when I try to installed SOA2 for Diplomacy, it says to dump in the application data/ironclad games/sins of a solar empire/mods-diplomacy 1.34 This is confirmed by the mod readme.txt and the options>mods>mod path in game PROBLEM: th
game's been out for a week. we're all newbs :) generally i agree with the early crytal investment and the cap yard scuttle points.. the only thing i dunno about is ur emphasis on asteroids.. yes they are operational earlier and good for early game expansion.. but planets are strategically and economically more important (and dont fall as easily and actually have pop capacity <--investing in asteroid pop capacity is a waste of money and overpriced).. not sure why u hate on the
[quote] i formed an alliance pretty early in the game (first 45 min i think) on a 29 planet, single-star map. what i did was, after scouting the best expansion route and finding an ai core planet along the way, i rushed a marza and some cobalts and just kept pressure on that system. lucky for me, the flank of my prime planet was the same ai that was asking me to attack this ai.. when i got to 40-60% i ceased fired and est. trade alliance destroyed
early game: -build extractors -build a few scouts --> scout as far as possible, ID choke points and enemy planets -build cap yard -pop upgrade -build marza (rsch radiation and raze planet) -build build 5-6 cobalts -build 2 civ labs -roll out towards the enemy which seems to be closest/weakest (advent are good for early targets) -hit asteroids along the way, exp up the marza -build colony ship, own smaller conquered real estate, on step to enemy planet
i used to use the kol as my first before, but ive switched to the marza.. if u like rushing, and especially harassing enemy planets and infrastructure, its nice because of its siege abilities, plus it's FAST.. (it may also be due to the fact that ive switched from normal game speed to fast, but in normal i still noticed the marza was faster and more manoeuvrable) kols have better armor and maybe better direct fire capabilities than marza, but not by much. my 2c
i formed an alliance pretty early in the game (first 45 min i think) on a 29 planet, single-star map. what i did was, after scouting the best expansion route and finding an ai core planet along the way, i rushed a marza and some cobalts and just kept pressure on that system. lucky for me, the flank of my prime planet was the same ai that was asking me to attack this ai.. when i got to 40-60% i ceased fired and est. trade alliance destroyed more units/structures and ev
well, i tried last night to finish this game, but i think i was already too far behind.. i had to research bays, then tried planet shield.. didnt seem to make a difference with the two ai's decided to unofficially ally and attack me simulateously on three fronts.. one in which both showed up (one to crush my fleet.. the other to eff my infrastructure. i will keep the game on file and go back to it once ive Sun Tzu'd the TEC.. can't wait. I really hate the ai in this one game.. the day
so, in regard to the novalith: what is the cycle time between shots?
[quote]yes. i believe you get a flat 1.3 /minute for every trade post, period regardless of how many other posts are in that grave well. You get more by having long trade routes. I don't think having multiple posts in the grav well boost the size of the trade route though. And if the devs were smart, it should be much more efficient to build a post that lengthens your trade route than build another post in a grav well that already has one. Like 2 or 3 times more efficient. [/quote]
generally it will increase the rate of income (ive heard 1.3/sec), if you have more posts ur rate increases.. if u have more than one in the same system, where u get bonuses (long distances, for eg.) u get even higher rate.
[quote]I wish i knew thew name of it....it looks like a freight train engine. It uses an EMP blast along with regenerating sheilds for the other ships. its mostly for defense but when you drive it right in the middle of the battle (i had 2 by the way) and unload and EMP on them...its slows them down...... theres also a frigate that can order for other ships to move and attack.( level 6 or 7 on the tech tree..again, cant remember the name)Its right there with the heavy cruiser (below it on t
Just an idea i'll throw out.. how about adding a mish to help an AI if they are getting attacked by pirates and are, say, 1-2 jumps away from either a concentration of ships or one of your planets? also, QUESTION: why is it that ai's ALWAYS agree to a trade alliance with me, them jump into one of my systems (no, not their trade ships..we're talking moderate expiditionary forces) only to be fended out by defenses and then break off relations? do i have to forc
hmm.. good point about the cap ships vs advent.. i noticed that once i started punishing, say, their mothership, they would run.. but sometimes not. the problem i encountered and which cost me a lot of ships was my more recent fights with advent fleets with lots of fighters and a mess of guardians.. that encountered crushed one of my fleets (i was able to save the system by calling another fleet in and managed to destroy their carriers, but i ended up losing 2 7+ kols.."unacceptable" i
great feedback, thanks!
Thanks! i think i have some clear options now. one OTHER thing, though: if i have a frontline planet with shield, 8-10 squadrons, a bunch of cannons, repair bays, and say 8-10 frigs... will this be enough for a system to defend itself, while a fleet is on offensive?
Here's the scenario: -map, tempest -real estate owned, 1/4 to 1/3 of star system -strong trade routes, but i spend it as fast as it comes -ai opponents (1 tec, 1 advent) -4 to 5 frontlines = -3 fleets (2-3 caps, usually a kol with an akkan or some other; at this point in game at least 2 fleets have 10-20 kodiaks, 15-25 lrms, some supports; sprinkle of basic frigs; not so many siege units) -each frontline planet has some defense force (low end: 2 s
i dont think ive ever got my ai meter above 40%.. ..i did find it possible to establish a trade alliance with an ai immediately after gifting 200 gold.. this may be because we were neighbours and my trade network stretched several system.. HOWEVER, that alliance didnt last long.. the douche ai even attacked me a few seconds after politely bowing out of our agreement. i think NAFTA is more efficient.. and thats sad. oh! ive started researching diplomacy and apparently
cheers, that was helpful to know!
on my central, i usually have 14 squadrons stationed.. mainly bombers with some fighters.. i tend to leave some heavy cruisers, like kodiaks to draw fire and buy time for reinforcements to arrive EFFING TURRETS!!.. some please tell me HOW to manually place them.. the autoplacement always puts them in the most useless corners of the system.. ALSO.. since we're on the topic of planetary defense (sorry for sabotaging ur thread :P) can anyone tell me the best way to deal with raids