yeah, it sucks though that the game engine can't handle 2 cores. I can play Warhammer DOW II on ultra settings, but Sins can't handle big fights.
Vaihlor
I was, obviously, referring to other starbases I destroy ;)
A combo of 150 explosive mines + 12 or so fighter squadrons + fully upgraded starbases = gravity well almost impossible to control. I had 150 mines at the verge of a grav well, where I knew the enemy fleet would arrive, and I placed my starbase at the far end of the mine field, causing all the ships to run into them. With the SC, I target the torpedo cruisers and the starbase take care of the rest. I even used this massacre to lvl 2 cap ships from lvl 1 to 6, I had them waiting behind
yeah I also noticed that Starbases don't always "blow up". Although, I gotta admit I never really noticed this "bug" on vanilla Sins. Perharps I'm just more alert of these "bugs" now that Entrenchment is installed?
Hey folks, first I'll start saying that I'm a TEC and a Vasari player, so you could say I'm a bit biased. But, after playing several games with both races, I realized that Vasari caps dmg is pretty damn low vs TEC. A lvl 10 Akkan (all average dmg combined) does around 180 dmg, while the Vasari Devastator does around 100 at lvl 10 (without power surge active). Do you guys think it's balanced? Being the most ancient race and all, I would have thought they'd have better weapons than that. Don't
Hey folks, I installed Entrenchment this weekend and so far I really enjoy it! Great work guys. I wanted to know if I was the only with minor graphical problems since Entrenchment is installed. Actually, it has something to do with explosions, they only show up 50% of the time now. I can destroy a few cap ships in 30 secs and none of them will explode, their graph will just vanish, then I see the debris. It wasn't doing this before, so I wonder if anyone else noticed it. Btw, it also
I just wanted to add my 2 cents! While I haven't played the Beta, knowing that a Starbase doesn't have any kind of Flak turrets sounds a bit weird to me. Imagine the Deathstar without any anti-fighter guns! Or better yet, anyone here played Freespace 2? Remember what it was like bombing the Satanas Class Juggernauth? The second you were in range for bombing, a dozen flak guns (and a very big one which was a secondary objective to take out) would try to tear you to pieces... ahh good times.</p
wow Annatar, you just turned this game into a MMORPG :P
well, if there's one thing Ironclad/stardock excels at, it's communication. I've never seen so much feedback coming from developpers, and it's a real pleasure to witness. Larger studios should take you guys as an example. While I didn't pre-order the expansion, I'll be getting it as soon as it's released, because so far the feedback I've seen from the devs pretty much guaranty we'll be receiving a kickass product. (I'm just not a pre-order kind of guy :P)
sirphoenix also brings an interesting point. That AI I was talking about in my first post had the most planets (33 vs 20 for me and 10 for the other AI), which would perhaps explain why it decided to build 16 capital ships. Give that AI less planets and we could have an entirely different story.
while I agree with point 3, I'm currently playing a game on a huge random map with 6 hard AIs, and one of the 2 remaining AIs built all 16 capital ships (which got their ass kicked to 7 after one of my incursion in their territory). That same AI is in second place in terms of research (just after me) but he's tailing me very closely. I think that what affects the number of cap ships built is the kind of AI the enemy is. I realized that an aggressor AI will build a lot of low level shi
someting I'd like to see is to make fleets fight at longer range, I think it would make for a much more epic experience.
^^ well, I've considered joining the online community, but I,m the kind of guy that likes long, epic battles with max fleet size and hates rushes. A map usually last 5-8 hours for me. So... MP doesn't really interest me:P
I'm playing on a huge map a 4vs4 game with 7 other AIs, and one them (Hand of Ilus, Advent), keeps saying things like: You can say goodbye to [insert planet name here]!!. The thing is, that AI is my ally, and therefore he never attacks my worlds, obviously. It's no major bug, but it's pretty annoying to constantly think one computer AI is about to take one of your worlds.
[quote who="Cykur" reply="4" id="1957901"]Hard AI gets a credit boost, I think it is 15 for the HW vs 10 for a normal. Unfair gets 20 for the HW. I think those are the numbers, but bottom line, YES, they get a credit boost to make them harder. Play the normal AI if you don't want this. [/quote] But is the AI as challenging? I remember destroying any opposition without much difficulty on normal settings, and even hard settings was doable, now I
Hey folks, I've been playing this game for a few months now, and with patch 1.1 I had the feeling the A.I. got a lot better than before. But, there's something strange going on: on a 2vs2vs2vs2 game I've been playing in locked teams, (all on hard AI), I've been getting my ass handed to me a few times. Why? The AI can build massive fleets in only an hour (about 800 fleet points). I've been able to push the attacks back a few times, but one particular AI kept coming back with an even bigger fle
Hello everyone, because of the upcoming patch that raises the number of SC per carrier cruisers, I think that the carrier capital ships are weakened with their rather low number of SC. Although I'm not sure of the number of SC the Advent capital ship got, I think they could get a boost, especially at low level, since the TEC/Vasari cap ship only gets 2 SC at lvl 1(which is as much as the cruiser), then 7 or 8 SC at max level. Sure, they got some weapons and some abilities, but since they are
yeah I've found these same problems with my locked teams game. Whenever I get attacked on a planet that's like 5 jumps away from my fleet, and one jump away from my ally's fleet, I usually always get to defend my planet before my ally decided to move, even after telling him a BILLION OF TIMES OMG SAVE MAH PLANET. The AI is just slow, I could make 5 jumps before he could make one.
[quote]This post was hilarious, thank you for everyone entertaining me. What's more funny is that people were using v1.05 to PROVE something in the beta feedback section...Kitkun and Annatar, I congratulate you for putting up with all the nonsense on these forums.[/quote] well, for my own defense, the thread that originated that discussion was created BY ME in the general discussion. Someone else created a thread here and linked it to my own. I never said I was in beta.
flak added to Capital ships would be nice. It would remind me of playing Freespace 2, when attacking a capital ship meant being heavily attacked by its flak guns... ahah, it made space fighting so great.
150 sounds good, cause last time I played against a Vasari hard AI, he built 30 subverters on one of his fleet, and it was a pretty damn huge pain in the ass to destroy that fleet.
ok... thx folks!
ahhh... thx P5yy, that was exactly my problem, I used to tell them to attack in friendly territory when I was attacked by enemy AI, that explains it all.
sure, how exactly can I send them a saved game? Sorry if this sounds obvious to you, I never really had to send stuff to tech support.
1.05, they do that pretty often. I'll tell him to attack an enemy and he'll respond: sorry, I don't think our allies would appreciate. Then a few minutes he'll say: Okay I'll do it. Obviously, everytime he says he'll do it, I'll have to wait a good 15 minutes before he decides to move.