i believe 1.19 is the beta and 1.2 will be the actual update when finalized and released
SithLordAJ
[quote who="Pbhead" reply="182" id="2887805"] I am quite happy that everyone thinks that hohos are now god... I have noooo problem fighting hoho spammers... much easier to take care of than illum spammers of old, or skirantra spammers of recent. Course, it wont last... there is no way everyone is going to keep pressing what they think is a 'win button' when it doesnt do anything. [/quote] Well, thats when we'll know the game is balanced: when a fad strat comes around t
I saw some posts saying that the domina needs a fix, so I started thinking. This might not work, but whatever it's what popped into my head: While affected by the Perserverence ability, that ship cannot die. When the ability wears off and if the ship has What does everyone think? Any better ideas?
how did you know which player was on which side immediately?
I have a simple UI suggestion to help with diplomacy: make it so that clicking the portraits in the relationship window links to the appropriate page on the diplomacy window and vice versa.
Somewhere, I saw a post suggesting 150 star maps being possible now. I was intrigued how a game on that scale might unfold, so I decided to make a map. I didnt get 150 stars because I simply got too tired of making the stars and adding planets. I used the in game generator and my method was add a default random star, add 4 default random planet groups. I did that to 50 stars (set for 2 players each) to make a 100 player map. Plus I had 1 star that just had a pirate base. I co
I think he might have just been goofing around trying to test it on a large scale over a prolonged period of time.
You know it's funny, I had the sudden irresistable urge on wednesday to play Sins and fired it up for a round after not having played for months. The next day I find out about the beta patch. Well, now I had to play again! Advent (me)vs TEC (AI)matchup, it seemed to go alot smoother than the other day. Some of what I read about the AI not going after neutrals seemed to affect me. Basically, the AI didnt expand more than 3 planets for the majority of the game, when it added another 2 (
actually, one of my goals with this chart was to make it so that it was never really out of date. It simply pulls the information and puts it into the chart. However, at one point I switched from using Excel to using Open Office and didnt realize my macro stopped working. I should try to fix it and put it up again before the update so that I can work out any bugs. [3/20/2011 edit] for those wondering, open office has not been very easy to work with when doing the particular things I a
So i've been trying to get better at using scouts. I seem to do alright at the begining, then mid-game start forgetting, and near end game checking out just the places i want to invade next. When I say I seem to do alright at the begining, I mean that all planets I can actually get my fleet to are well scouted. I also use the scouts to kite/divide forces of the militias in preparation for attacks. I play advent vs AI, if its relevant. I have a few questions: Someone told m
Actually that info is in the damage modifiers chart. Envoys and constructors are listed as light armor. So pick what ship you'd attack it with and see what the damage modifier is to light armor.
can you explain the advent queuing? ]
ill see what i can do
Its too bad you cant designate areas or queue movements so that they could at least be auto-placed effectively. And they clearly need to be upgradable, either through current tech or new tech. Oh well. Im assuming they also don't work offensively.
Title pretty much says it all. I know that mines are almost useless in MP, but I was wondering if its useful in SP, especially with the advent homing mines. They dont seem very powerful, but make up for it with the tracking. The other question is the auto-cast mine laying. AI seems pretty stupid about where to put em, on the other hand it takes too much time to manually cast them, especially when you can't queue. maybe just auto-cast, then scrap the crappily positioned ones for a manual touch
[quote who="dbkita" reply="30" id="2764596"]Well now they seem to be more like a rusty spoon [/quote] I think a better analogy would a cheapo plastic spork. No ones quite sure what you use it for, but when there's no alternative and you're force to use it, it breaks and you end up stabbing yourself just to eat crappy rice.
okay, the link in the OP is fixed. I dont know how it switched to that other one, which was info for the xp imbalance. As for the big button... I do seem to be having some difficulty with the newer version (probably because I'm now editing it with openoffice instead of excel); however if you have one of the older versions, it should work. when you load the chart it should popup a message box saying something about macros. If your security settings are too high (which it might be by de
sorry about the wrong thread. this was the one with the more recent discussions and that was as far as i thought about it. are you sure about the illuminators? if thats where they're suposed to be i say it seems the other lrfs are too strong. they just dont take out enough for their short existence. at least to me.
you do mean for the first half of the game, right darvin3? end game, theres too much money coming in to spend and im usually focused on fighting the enemy.
I have this feeling that you all have purposefully stayed away from illuminators. Yes, they used to be overpowered, but dont most people think they got nerfed too hard?
[quote who="Darvin3" reply="98" id="2751560"] Other than that, it's really about picking a time when you have some spare money to spend. Unless you're Advent, culture can be really inconvenient to get and it's easy to let it slide completely. It's just about finding a time and place where you can afford to pay for it. [/quote] What's the best way for advent to implement culture? drop culture centers or go to the SB upgrade? does this mean heavy shield upgra
[quote who="Greg30007" reply="23" id="2756847"]After watching replays of some of the best players in SINS I noticed there is a thing they all do. They save money and don't purchase fleet till last minute. I embraced this strategy and at least on MP it works very well.[/quote] That sounds like a MP counter to scouting. I'll keep it in mind when I progress to MP (which will probably be awhile as my aptitude in this game has gone backwards over the years). And I am s
well, now im having a different issue related to research. To get more rapid expansion, I've been throwing down civ labs for ice/volcanic colonys first, then military labs to grab carriers, then guardians/SB/illuminatators as necessary. the issue now is that when im researching/just researched the military upgrade, i seem to end up waiting around... either for the upgrade or the ships from the upgrade. It seems like: I'm low on cash due to my recently aquired planets not&n
I had a post here the other day, but I guess it didn't take. I am very inrtrigued by your movement techniques against militia in the early game. the only kiting i seem to be able to effectively pull off is /w strikecraft kiting the flak. This seems to let you win with a much smaller force than I, and mixing that with a more aggressive expansion to get a way better start than I've yet to pull off. All this while maintaining scouting. I'm impressed. So, do you have any tips for
Darvin3, I've also run into the problem with ships on the empire tree not maintaining the normal order. I found that this was due to activating/deactivating a mod without a restart of sins. The mod I was running was the Equilibrium mod. Hope this helps.