Just a note. Someone already mentioned it elsewhere in the forum (hey, I learned something :D), but the idea of micro-organisms 'pwning' you as soon as you step foot on alien soil is not as likely as it is portrayed (ala War of the Worlds). This is because while your immune system may not be fully adapted to combat them, they are hardly adapted to attacking you. It takes a good amount of time for a strain to adapt to the point of jumping species, and viruses/bacteria that have spent millennia
tunabreath
[quote]Where is it said there are no men? More anti-Unity propaganda!There are males pictured in the losing screen, and one of the race portraits is a male, albeit a rather pretty one.[/quote] Yep there are men. The reason all the prominent roles are filled by females is explained in the lore as well: females have a higher propensity to being strong psychics. So all your military/command roles will likely be dominated by females, and I'm betting that almost all specialist roles (like
[quote]Or make a shortcut to it on your desktop or somewhere.[/quote] Or goto the folder from your web browser and save it as a bookmark. :)
[quote]What scenario would not allow you to have capital ships?ARe you sure u didn't just not learn about fleet logistics?[/quote] He might be going for the 'win without using capitals' achievement, I forgot what it was called.
So pretty... I love the scale shots - they make everything feel even more epic (more epic than vanilla Sins?! I KNOW! :LOL: ) We just have to up the ship speeds so that they can traverse a gravity well in a reasonable amount of time. More details: can you increase the gravity effects for larger planets? I know that Sins has gravity built in so that moving toward a planet is faster than moving away from one, but could you make the effect more pronounced around larger/more massive plane
Zoom in then hit space to center the screen on your selected unit. Use tab to cycle through multiple selected ships (such as any selection made with the search tool).
Is there some way you could use the mass transcendence buff instead? ie, have it passively applied to every capital ship and give however much experience is required to get to lvl 10 per second (rather than the 1.4 or whatever it gives by default).
*edit: oops, please delete this post (nothing to add)
Just a quick question, you can adjust phase jump speed independently, right? It would be nice to not only have correct size scale for planets/stars/stations/ships, but also correctly scaled distances between them as well, without changing gameplay (very large increases in distances offset by equally large increases in travel speed?) Also, that is seriously jaw dropping work :CONGRAT: Haha, leave Mars with only two resource asteroids. Any chance you can rename resource as
It doesn't actually increase the base damage, it just causes all the affected ships to 'share' damage. It's an empathic effect - a target ship takes regular full damage, and all malice affected ships will take a percentage (up to 25% at level 3 malice) of that damage as well. It doesn't multiply or boost the damage of an attack, just massively increases the total dps (basically give every ship that fires at a maliced target pseudo-splash damage to the other maliced ships). It's bee
I'd also love if using the move button (rather than right clicking) and mousing over a one jump destination would give an estimated ETA next to the cursor, for timing jumps so that multiple fleets converge on one system at the same time.
[quote]Hopefully Simonster has better luck but from what I can tell Martyrdom does not work with Malice.[/quote] I was under this impression as well. In fact, it was brought up a couple of times in that thread discussing whether cleansing brilliance worked with malice was still in question.
[quote]I'm always a bit hesitant to inject realism into these types of discussions because the game is a real-time strategy, and in the 6 hours it takes to complete a fairly long game, the "real" Earth only moves about a quarter of a degree around the sun.[/quote] The problem with that example is that time in any RTS is always significantly compressed. Just as an example, look at the Kol. Imagine it takes as long to build in reality, as a Nimitz Carrier. The [i]Nimitz[/i] took 8 year
[quote]Also, open-source communists piss me off.[/quote] You might enjoy this then :p [link="http://www.youtube.com/watch?v=twAyI4LPk0Y"]WWW Link[/link]
ctrl+shift+z will do it for you. *edit: I gotta stop opening so many tabs... makes me slow to respond :LOL:
A little off topic, but just an interesting mechanic that I just thought of: wouldn't it be neat if missionary vessels (maybe the other colony frigates too, but come on, it's called a missionary vessel for gods' sakes :P) could generate culture like a mini-deliverance impact? It could give them an interesting combat role, providing mitigation bonuses where your culture can't reach, or somewhere too far away to perform a tactical deliverance shot. As to culture itself, I would enjoy som
You need to research interstellar tech (I think it's called Long Range Visualization or something similar for Advent), then send the fleet to the star in your system, and tell it to move to a star in another system. The stars are the connecting points between their respective systems.
I think this would work really well (as well as being insanely cool and pretty to look at as well :p) if we made one more "realism" enhancement: Each solar system should have at most, 3-4 habitable bodies, that is, 1 or 2 terran or desert, 1 or 2 ice, volcanic, or asteroid, plus moons. Moons obviously wouldn't be a problem, since their proximity means that phase jumping to them (if necessary) would not change. If there were only a small handful of planets per solar system, it
I sign. I'd like the option for two different patrol series, either cyclic (123123123), or backtracking (123212321). Honestly, there's really no reason not to add this. Yes, you can use waypoints, but waypoints run out eventually. It takes more time than it should to setup a patrol route using waypoints. Waypoints are designed for travelling a single pre-set route, not for a repeated patrol.
Haha, sarcasm much? ;)
I'm wondering if what I'm doing is working. Basically, I have my capital ships (progenitor and radiance for obvious reasons :p) hot keyed to 1 and 2, then my support cruisers hot keyed to 3. Outside of that, I have all my combat craft (illums, crusaders, disciples for AM), not hot keyed. I have all of these in a fleet together, using the fleet to move/target and the hot keys to micro abilities. I find that as a fleet, the formation/movement for these works well enough. That's not the
I find with most games, and this one in particular, I have the most fun playing super long game on LAN with friends. I haven't even attempted playing online, simply because I know what I can expect on LAN and I enjoy it. It's a direct parallel to tactical FPS. People are always going to like run 'n' gun mindless shoot em ups, but if you don't like it, just don't play with them. Find a group of like mind to play slow and smart with instead.
Hmm, I've never seen bomb in action. How does it compare to Advent's martyrdom?
Here's the first game's intro as well: http://www.youtube.com/watch?v=NJ-xcgBL1mY
This would be so unbelievably awesome! The Freespace series was pretty much the last of its kind, back when space shooters were everywhere. It was absolutely amazing. It's funny though, since the Freespace engine is now fully public domain, it serves as the base for many mods (most notable one recently is probably Beyond the Red Line {nBSG}), and I'd actually find it entertaining to play a Sins mod in the Freespace engine :p Seriously, the capital to capital battles were epic, and I