slyguy07

slyguy07

Joined Member # 3159409
6 Posts 36 Replies 157 Reputation

Sadly it won't even open the older versions. It was worth a shot and I thank you for the suggestion because I had not even considered the Galaxy Forge in Rebellion would be updated.

11 Replies 10,353 Views

I was playing as the Advent last night and noticed that the vasari mines scattered about everywhere would fade in and out of phase space when a scout was in detection range of them. I have observed this behavior and it occurs with the other races as well I believe. The TEC I know for sure. Anyway this stopped when I researched Lingering Presence and I believe it stops for the TEC when you research Timed Explosives. Anybody else notice this? Perhaps they meant for Mine detection to be somethin

0 Replies 1,157 Views

There has got to be a way where they can program mines into some different catergory so they don't chew up so much memory. A while back I made a recommendation that only friendly mines be visible and enemy mines invisible until your scout is near them. That may alleviate the problem slightly, but only in the short term.

17 Replies 5,606 Views

I haven't seen anyone mention yet even though someone probably has, but to be on the safe side I noticed the Ruiner has an auto attack icon and even exhibits attack behavior by approaching enemy targets, but is unable to fire at any time. It supposedly has a pulse gun, but cannot use it for whatever reason. There are two small holes on the front of the ship that could be used as the gun ports so I imagine it's just an error that IC hasn't been able to get to yet.

0 Replies 1,091 Views

It's hard for scouts to set mines off unless it is a vasari minefield in which case it is then probable. Scouts being so small and fast are effective when at taking mines out in clusters when you build about 30 of them. Unfortunately they need to be told to move from cluster to cluster with auto attack on or they will just ignore them. But back to the point no I don't believe that would be the right thing to do and make them immune to mines. EDIT: actually no on second thoug

22 Replies 7,131 Views

I first of all that enemy mines should be completely invisible until they are revealed by a scout's sensors. This should take some of the memory use down. Now if you are vasari or advent that just ain't so. Drone hosts and Ruiners especially spam mines at incredible rates. (Still seeing your own mines or an ally's will make no difference in this case when one of these factions) One way to help get rid of mines faster is to make their blast radius about 3-5 times bigger and nerf their damage b

0 Replies 1,072 Views

Hardly any games whether they be on the PC or console have enough music variety in their games much less good music or good use of it in the mood. Sins may not be a game that has to rely on creating a mood so much, but I for one want to say that IC did a wonderful job on the music score in Sins. [e digicons]:thumbsup:[/e]

1 Replies 9,058 Views

I noticed this as well it seems that they are aren't decloaked all the time while in range of the scout, but switch back and forth between invisible to the ships. They should be completely visible all the time while the scout's sensors are in range.

43 Replies 93,502 Views

Heck my my game won't even load this last save it just closes sins down. Not even a mini dump issue on that one. Most of my crashes have been minidumps.

61 Replies 111,251 Views

When I went to my strike craft in my main fleet it crashed every single time. I think it's because of the new guys(mines) since I am playing advent this game. It's like it gives it a brain fart or in this case processing fart.

61 Replies 111,251 Views

I must say I am slightly annoyed that there are no screens of the Advent or Vasari starbases. [e digicons]:\[/e]

62 Replies 78,673 Views