[quote]I'll never understand why the Akkan's ion bolt was nerfed. It was borderline useless in the first place (only good for knocking ships out of phase jump), and now they upped the recharge to the point where you might not even be able to do that consecutively. Colonize is a novelty skill, and the uplink ability is half-useless as there's no accuracy in the game. Sometimes I just wonder what they were thinking.Also... Dunov, bad? Shield recharge? Cheaper abilities? Antimatter burn + AoE damag
leafs43
I think Akkan is by far the most useful TEC ship. Aside from the colonize feature it offers pretty good fire power and its targeting buff that augments fleets around it. A kol teaming up with an akkan with the fully maxed targetting buff is an insane combo but kol by itself is just decent. Playing as the advent, the mothership isn;t nearly as powerful as an Akkan firpowerwise, the debuff it has is pretty decent and my make up some slack but requires a larger fleet to make up t
Games that scale down are the way of the future which a lot of companies need to accept. This is why games like Sins, team fortress, WoW, etc... do so well because many different consumers from different PC stand points can play and enjoy those games. Wth the exponential growth of computer technology and limited resources from consumers the gap will only widen between PC generations. But the guy is dead on for the most part. What if when sins released we were waiting for 1.03 for i
Awesome news for the most part. I look forward to the new diplomacy fixes (no more locked teams? awesome). Here is to hoping 1.04 has some new content added (news ships or something).
Every strategy game has scenarios where you can load up premade maps with premade enemies. Example: an enemy holds 80% of the area and you have to somehow win. That kind of thing. Make it happen, single player games shouldnt always start with a unsettled map. :)
You don't really need an xpac for most of that stuff. Some are easily patched in. Things like an extra race or something major *cough*campaign*cough* would definitely need an xpac most likely.
I thought about this for just abit but how about these sugestions: 1) Make the research tree more indepth. Maybe more points in certain talents that go past 2 points but not required to go up the tree. More researchable items in general. More then 1 super weapon available per race (but make only 1 super weapon type allowable per game). 1b) With added points and more research points to be able to be spent lower research time on earlier points by a factor of how many research
[quote]because gas giants are nothing more then vacuums in spaceRead: vacuum cleaners in spaceI think he's referring to the dip in the 2d representation of the spacetime continuum, which would sort of make sense; since it's so "heavy", it "sucks" smaller planetoids (such as moons) toward it much more easily than terran worlds.His statement was figurative - I think he would have made it clearer if he had called them vacuum cleaners...But that analogy is, like all analogies, flawed Cut him a bit o
Finally got the mod to work but it looks like the textures are corrupt. The new types of planets are just dark and when zoomed out has a square graphic over laying them. Should I just download the mod again and replace the texture file maybe?
An adjustment that could be made would be to have siege vessels be highly vulnerable to defense platforms. I had an AI jump 30 siege craft into my homeworld (it wasn;t defended when I was off conquering a neighboring system) and destroy my homeworld within minutes. It weas only siege craft. The defense platforms didn't even phase them either.
I think an idea would be to have an internal cooldown timer for interstellar phase jumps. That way if someone jumps into a star they are stuck there for a period of time and are forced to fight or jump to the closest planet, which could have a jump inhibitor as well. That makes things like scouting ahead much more important as well.
[quote]Im yet to experience a bug, im afraid to find one. The only thing that makes me crash is a video card error that makes it shut off. Thats always fun. Yes the mod only works of random maps because the planets are added into the files that randomize the maps, the original maps arent edited.[/quote] Cool thanks. Wasn;t sure if it added anything into the algorythms that could alter premade maps. Looks like random is the only way to go. :)
TEC players can mimic your early strategy as well, and get a Kol as the 2nd capital, which pretty much destroys things easily. Then TEC players can really pump out a great economy and pretty much bury you with some of the larger fleets they can get in late game. A fleet early on consisting of frigates, LRM and a Kol can mount a formidable offense/defense while they have a 2nd fleet of the Akkan and some frigates/LRMs colonze planets rapidly. The only problem is early in the ga
Quck question here. I downloaded it and installed it (and even enabled it in the mod option screen). But playing a premade map (systems of war) I saw no new planets or research. Does this mod only work on random/created maps?
[quote]He's referring to the actual "moon" moons of places like Jupiter (Ganymede, Io, Europa and Callisto) most of which are the size of the planet Mercury (or bigger)I think it;d be nice to see moons around the planets, and maybe the ability to build special defenses on these moons (such a military base option that;s a combination fighter/bomber hangar and a orbital defense cannon rolled into one.)[/quote] Haven't even thought about that but sounds like a great idea. You co
A couple things Sins needs: -Some more variance among the races and all their units (and even more units and specialized units too) while maintaining balance first and foremost. -The research system needs a bit of tweaking and needs to become more in depth, forcing players to really really choose what path to take besides super weapons. (raising costs won't change this much, it just will slow down games. Gmaes like civ4 force you to take routes and such where you can't get ev
[quote]Doppelganger and Systems of War. Nice size, secure bases plenty of time, and still plenty of battles.[/quote] Same Systems of War is cool when you are battling over the middle system. It is advisable to have 3 fleets total when you are trying to conquer that portion. fleet #1 to cover your home system Fleet #2 to choke point the middle star Fleet #3 to conquer the planets in the middle system (definitely need the cap ship that allows you to co
[quote]Regardless of mitigation the age old RTS style of focus fire is still better than the alternative, you might get more dps by not focus firing but you'll still knock their dps down faster by doing it.. Unless they boosted the mitigation to ridiculous levels that would make the game highly unrealistic focus fire will still be largely the best option.Edit : obviously i don't just mean an "omg all ships fire at one target" strategy.[/quote] I think what you mean is "controlled" focus
Good thing I read this thread. Seems like sins wants to detract away from the zerg mentality a little bit. A smaller but better micromanaged fleet can subdue a large wall o' death if organized correctly, which makes it true to form as in real life. Also it looks like Sins wants you to use fleet mixes rather then a few ship types that are really good so you micro targets with ship types. This I think will seperate the good players from the best players.
[quote]Actually Saturn alone has 60 moons.. And Jupiter has some 62 moons as well...[/quote] I am aware. But a lot of those are like the little asteroids that we already have in Sins. Some are nothing more then giant hunks of debris. I meant moon in the more classical sense (big sphereical objects) versus the technical definition (anything that revolves around a planet).
[quote]This one would first fall to the modelers out there. With a model for a moon with another model for when an extractor is built on it, I could have a go at trying to add them. Would be hard though, and might only be possible with the final mod tools.[/quote] Yes this is more of an open ended kind of thing. One could brainstorm up different kinds of moons as well. Like ones more metallic which leads to more metal production, one that is crystalline therefore produces more crystal
Also consdier things like some planets are capable of having more moons then others. Like for instance gas giants can carry up to 5 seperate moons (because gas giants are nothing more then vacuums in space) versus a terran world that can support only 1-2 moons. That makes fighting for things such as gas giants much more important especially if a gas giant is sandwiched between 2 empires
I don't mean the little astroids orbiting a planet either. Obviously I am still new to the game and have very rarely dabbled in modding (and I am not very good at it either :( ). I always love a good mod that could be excepted in the "should have been in the orginal game" mind set. Maybe a challenge to the modding community due to my craptacular modding skills is to create a mod for some moons (they don't