1Tiberius1

1Tiberius1

Joined Member # 3127663
5 Posts 293 Replies 9,390 Reputation

Your planet might have an artifact for example. Also, if you're playing as the TEC or Advent, people will normally ignore your starbase if they can, or outrange it with an Akkan boosting some Ogrovs. If the planet is a home planet, you also get the 4 creds/.4 metal/.4 crystal per second income from it at all times even if the population dies. You might want to protect your allegiance too, since losing your homeworld will begin to drop everything down to 25/35%. Spe

10 Replies 26,561 Views

Pirates are fun now, IMO. Their early raids are quite manageable. They also have a maximum stat ceiling and come with more econ disruption skills than before. Pirate missions are also preset levels now, and limited by the threat level bar. This means you don't have the 100+ ship raids anymore where each ship is stronger than a capital ship and functions like an Ogrov against your structures. Against the AI though... the Ebay bidding system still heavily favor

32 Replies 40,355 Views

I'll still hold out for the possibility of the TEC Titan functioning like a mobile factory and spitting out ships. If nothing else, it adds that little extra touch of Homeworld. We still have the corvettes to consider as well. How exactly will they be implemented? Are they partway between the scout and light assault frigates? Will they function as a new class of strikecraft? Will they spawn from carriers and/or capital ships, or h

103 Replies 305,099 Views

Meh, Overseers kind of bite the big one though. They're the least efficient in terms of cost, supply, and deployment time. They also need to face the target to provide their heal. If you want to use them, you need to carefully micro them at all times, or they won't be of much use: despite having an instant 200 hp heal. If their phase disruption were passive like their mobile detection then it might be worth having some more mixed into battle groups.

12 Replies 9,351 Views

The problem with supply ships is that they would bog down the memory and processing power needed to run the game. Antimatter loss during jumps simulates travel without replenishing supplies. It probably wasn't intended that way, but you can conceptualize it along those terms. Also, upkeep percentages associated with fleet supply represent your empire spending the extra resources to keep the ships supplied for combat. Too much supply will bankrupt you just like the

103 Replies 305,099 Views

1) Even when you select many units at once, one will be highlighted by default. This ship will become a flagship if you create a fleet. So either select the ship you want to be a flagship first, then highlight the rest together and group them, or you can press Tab or Shift-Tab to cycle what ship is highlighted. If nothing is selected, the highest level capital ship will generally occupy the top left spot on the empire tree(and thus get selected). 2) Hold ALT an

4 Replies 36,987 Views

[quote who="SithLordAJ" reply="43" id="2909433"] I would think that a fleet formation option could be made that changes this behavior. also, if I set the rally point to a specific ship, if the new ship auto-joins anything, it should auto-join the fleet that the ship /w the rally point belongs. [/quote] Yeah, I thought about this recently. It could be done by adding a variable called CanJoinFleet that the auto-join behavior would call when

142 Replies 279,445 Views

[quote who="Skippster" reply="58" id="2909428"]Well I'm aware of the tactics surrounding mines, my post was to point out that the range at scouts start attempting to reveal mines is actually larger than the range at which they reveal mines, so now in 1,2, if you leave a scout alone, it can not sweep a minefield by itself, it must be micro-managed to actually clear out the mines.[/quote] And my post was in response to Souls-Stream . [e digicons]:gri

91 Replies 165,567 Views

The AI... doesn't respond to mine fields. It will happily plow through a field of mines if that is the shortest path to its target. Usually you sidestep this with a series of shift commands. I.e. "move here first, stupid, then turn and bomb the planet." Enabling a fleet while in that gravity well and assigning a series of orders to the flagship will ensure that all over ships don't have much opportunity to meander about and into a mine field.

91 Replies 165,567 Views

Yeah, siege frigates are basically a way to clean up a planet that is blasted clean while your main assaulting fleet in the area moves on to the next target. Maybe let a flak frigate and long range frigate rest near the siege frigate as security. You can also destroy newly acquired colonies with a small task force that brings along a siege frigate or two. This mostly works best against the AI, since they'll pull everything they have to face your main fleet. If you have pirat

10 Replies 26,561 Views

Most people play with fast or faster research times anyway. K.A. is mostly a singleplayer skill. You can check if it is working with a simple test though. When you mouse over research on the list it shows the time necessary to complete each, based on tier. Get a level then compare the times. If you suspect the times listed are in error, watch the replay. Replays have a timer and you can count the seconds from the moment the research button flashes until it

5 Replies 8,530 Views

Eh, the workaround is to make a fleet and shift-click attack targets around a gravity well for the flagship only. All of the other ships will get towed along for the ride. Then disband the fleet and continue playing normally.

6 Replies 9,973 Views

Not quite, the way the auto-casting works for planet sieging abilities is that they only trigger when the ship begins to auto-bomb a planet. In general, the scripting for capital ships tells them to blast all combat capable enemy ships in orbit first(to include silly ships like colony frigates), then tactical structures in orbit. Once those are taken care of the capital ships will auto-bomb the planet. When they begin bombing they'll trigger any techs set to auto-cast.

91 Replies 165,567 Views

And I will firmly say that I will never get 100% achievements for any version of the current Sins game again. Archeologist was too much grinding for me. [e digicons]XD[/e] Most of the rest were either 'tie one hand behind your back' achievements, or came naturally during a mega campaign.

5 Replies 8,550 Views

Many online games suffer from their community. Either they randomize assignments and people complain that they can't coordinate and move on to another game. Or, they let players choose teams and games and the core player base dwindles down to a few accepted regulars. But having a crappy attitude and offending everyone isn't going to help the situation. Instead you gain a reputation as a jerk and people go out of their way to avoid you.

46 Replies 116,039 Views

Maybe give them an effect similar to the Shield Bestowal from Advent Hangars? In addition to bombing damage reduction, perhaps all structures gain 300 shields, and 1.0 shield regen per second? Then with the additional levels of research you can get +150 shields and 0.5 shield regen per second? I.e. you'd end up with 600 shields and +2.0 shield regen per second. This makes it weaker than the 750 shields and 4.0 shield regen per second of the Advent Hangars, but the effe

142 Replies 279,445 Views

The whole fighter/bomber/flak triangle thing is something that has popped up enough to warrant examination, IMO. As it stands now, it seems to me that fighters are just too fragile against flak. Sure, specific cap ship abilities like Vertigo can work to counteract this... But as a whole, I think dropping flak accuracy against fighters by a bit would go a long way to balancing the three out. It would make sense conceptually too, that the faster and smaller fighters would get

142 Replies 279,445 Views

The defaults should be attack, defense, and strikecraft. Double check. If you have a starbase with upgrade levels left, check this by mousing over the main upgrade button in the upper-right corner, defense should definitely be highlighted(if it wasn't maxed). If it isn't, do you have any mods running? Those might be interfering with things.

6 Replies 4,127 Views

Eh, siege ships aren't as terrible as you might think. I personally wanted a minor buff for them, in the form of higher population death at planets that they bomb. This would encourage players to be mindful of surprise siege frigate bombing raids, since it would put a damper on that planet's taxes. But, you need to keep the high cost:defense ratio intact to avoid spamming them. As they function now, they are best used with small task forces that mop up behind the rest

18 Replies 14,702 Views

[quote who="Darvin3" reply="26" id="2908388"]The problem isn't just going to pirate bases, it's going through them that's the problem. Pirate bases usually are placed near the center of the map, and as a result are often short-cuts across it. This is actually a nice feature from a tactical perspective, but means that if you blindly order your units from point A to point B, there is actually a very high probability they will path through the pirate base. So, just making

142 Replies 279,445 Views

All that would do was ensure that fighters become even weaker, perhaps to the point where they aren't even used. They fall far too quickly to flak already to justify spending 50 credits to replenish a squadron. Keep in mind only capitals and starbases replenish squads for 'free' right now. Carrier cruisers and hangars both have to spend antimatter to do so. And, light assault frigates from all races have techs to hinder or punish them. I'd rather see f

11 Replies 25,211 Views

I'd like to see some rescripting of auto-cast behaviors for a number of skills. Some of the skills inherently waste themselves, or trigger at times that just aren't helpful. Maybe I'll try poking around the game files for a list of variables that can be utilized, then put up some pseudo code entries to look at/work with. I know you guys have tweaked a number of them with Diplomacy 1.2, so more changes seem quite within the realm of possibility to work on between the major enhancements for R

142 Replies 279,445 Views