Tony_T

Tony_T

Joined Member # 3084999
14 Posts 28 Replies 282 Reputation

Absolutely, probably the most annoying thing about SINS is the way the empire tree keeps jumping so I'm constantly missing my target when I click on it.

13 Replies 26,457 Views

I don't believe you can get to 1.13 via Impulse, it's a great shame, and it would be really good if Stardock / Ironclad maintained previous release for people wanting to use mods. [Link removed by admin - posting links to piracy sites is NOT allowed] so you could try downloading that, I guess since you have a legal copy of Sins that would be ok.

3 Replies 13,957 Views

I agree it is possible to avoid problems, but the installers should be better, if the previous version needs to be uninstalled the updater should do it. We should not need to be careful about the order of installation or deleting registry keys etc. Let's hope Stardock/Ironclad do a much better job on the installers next time.

7 Replies 17,458 Views

I had similar problems, two days ago I downloaded the 1.14 update which required a full download of both Sins and Entrenchment, and at that stage it all seemed clean, Sins & Entrenchment installed in one folder, then came the release and another update which I duly installed for both Sins & Entrenchment, but at the end of that process Sins was gone, so I had yet another download. At 700Mb a pop with my limited download allowance from my ISP that will end up costing money. No d

7 Replies 17,458 Views

My line was well beyond 5, probably 10 or 12, and the next planet was rather back upon itself,perhaps around 300 degrees

12 Replies 6,401 Views

Is there some limit on the length of your longest trade route? I've played a couple of random maps where the max trade route simply didn't extend to the next planet with a trade port.

12 Replies 6,401 Views

You're in zoomed out view and you want to select a Starbase quickly, so you click on the bottom quadrant of the planet. That selects the strikecraft in the planet, clicking a second time selects the starbase. Small thing but it would make more sense to select the starbase first up. Since you will probably want to select the starbase to upgrade it, but would not want to select the hangar defence craft. Why do Starbases not affect culture in the same way as Cap ships? If having some mea

3 Replies 2,135 Views
Reply to Fleet Strats in Strategy

Thanks for this, I found it illuminating and interesting. If only someone would post something about how to use countering in large fleet battles, cos I still find myself totally lost on microing in big battles. I used to target everything on enemy caps and cruisers, but having read recently about shield mitigation, it seems I have to do more to spread fire around. Anyone offering good tips here? Thanks again.

4 Replies 18,505 Views
Reply to Attack Range in Strategy

Yep tried that, turned off Auto Attack and set them to hold position, but as soon as I asked them to attack the starbase, they moved right up to it.

2 Replies 2,909 Views

I've noticed the same thing lately. In my last game, I was attacking one of my unfair AI opponents virtually undefended planet, and he had a massive fleet next door, but just continued to sit there while I went through his planets one by one. It just seems that after a certain time, the AI seems to lose his way and either just sits there or shuffles fleets around without any real point

15 Replies 22,448 Views

I understand that, but why does the infocard on ships that have jumped into a gravity well show in red at the bottom that they have lost 30% & 100% when their actual readings are unaffected?

10 Replies 4,496 Views

This query came out of another post talking about structure busters, and how they can destroy starbases from long range without being damaged, but whenever I ask my cap ships or structure busters to attack a starbase, they insist on moving right up to it. How to I command ships to stop and fire form long range? thanks

2 Replies 2,909 Views

The tec starbase shows a button that says it takes 30% Hull and 100% antimatter when enemy ships phase jump away, and it seems to indicate this can be updated, does anyone know how? Further whevever I jump into a planet with a starbase, my ships show in red at the bottom of their info card, that they have suffered 30% loss of Hull and 100% of antimatter, but their hull and antimatter is at 100%. I'm confused, can anyone enlighten me. thanks

10 Replies 4,496 Views

Has anyone else noticed how strange the infocard for mines being built are? Let's say you've added 30 mines, the bar at the bottom of ther planet shows 30 mines at 0% then the percentage built climbs to some random number between 5 & 15%, and then the number of mines goes down to 29 and the percentage built to 0, then the percentage built climbs to some random number between 5 & 15%, and then the number of mines goes down to 28 and so on. It just doesn't seem to correspond to ot

0 Replies 1,128 Views

I think this makes sense the SB constructor builds the starbase and disappears at completion. Destroy the constructor and the construction halts. Makes it consistent with everything else.

4 Replies 3,236 Views

Does anyone else find the treatment of Starbase Fighter/Bombers slightly inconsistent and confusing in the way they are shown on the left hand side of planets when zoomed out? Fighter/Bombers from hangers aren't shown in that way, and often with lots going on, I zoom right out and glance across everything looking for ships I haven't assigned. I end up constantly checking planets that have Fighter/Bombers attached to StarBases. One other similar issue is that I don't rerember p

4 Replies 2,483 Views

It's a load of unnecessary hassle and downloading of data, even assuming Impulse does do the uninstall - update - install process correctly. Personally I'd be lot more sanguine about that process if I had an installer on a CD, depending on the black magic and superstition that is Impulse is a step too far. I just don't understand why Stardock is so wedded to Impulse, I understand they can use it to advertise their other products,

4 Replies 4,556 Views

Cmon Stardock / Ironclad, this determination to stick with updates only being available through Impulse is causing real problems to users who have bought both Sins and Entrenchment. It's about time you did the decent thing and made updates available as a straight web link. I certainly won't be as keen to put my money down for further versions unless this mess is sorted soon.

18 Replies 33,596 Views

I bought Entrenchment, but before I installed it I copied my sins directory and then installed Entrenchment. This allowed me to play Entrenchment and Vanilla sins. I've successfully updated Entrenchment, but have failed to update my vanilla sins version to 1.13. I've tried renaming the directories, but Impulse still thinks I have Entrenchment installed and up to date, even though when I ask it to open the application directory, it opens the diretcory for vanilla sins. I find Impulse i

4 Replies 4,556 Views

It would just be so much easier to do this the old fashioned way and give us a url to download the updater. Either that or mod entrenchment to allow us to switch off the extra stuff and play vanilla sins that way.

6 Replies 14,639 Views

I saved a copy of my Sins install into a new Directory before adding entrenchment, so now I can play original and Entrenchment, but Impulse thinks my install is in the Entrenchment directory. It doesn't understand or know about the original copy. How do I upgrade the original game to 1.13? thanks And isn't this problem going to get messier with more expansion packs?

6 Replies 14,639 Views

This is a real pain, it just makes navigation and planet selection so difficult. I tried to get round it by generating my own custom maps, but the controls there are just not intuitive. I tried increasing the phase lane length, thinking that would ensure planets are well spaced, but all it seemed to do is ensure ships took minutes to transfer from planet to planet. Does anyone know what the various sliders there actually do? Phase lane length Min Distanc

6 Replies 2,891 Views

I agree, if you really get your economy pumping, there are trade ships everywhere, and it's so annoying when you click on them.

2 Replies 10,741 Views

I agree the fleet supply should be a fixed amount not a percentage. In real life if you have a large fleet and start losing planets, and you're economy bombs, then you simply can't afford the large fleet anymore. Not in Sins where the fleet cost gracefully reduces with your economy. This would also discourage spamming, since with a small economy you simply could not afford a big fleet supply number, since it would not be a percentage of your econo

8 Replies 16,285 Views