Legolan

Legolan

Joined Member # 3207556
1 Posts 67 Replies 1,440 Reputation

Yes, I just wish there was a way to specify (for example, have all my illums use their ability when I hit it, but only one of my Iconus's.) however, I do agree, the overall intelligence of the autocast system does help (although more customability is always welcome!).

9 Replies 33,316 Views

[quote]All we're hoping for in 1.1 is that they fix the hosting issues, further reduce the number of minidumps, and enable auto-downloading for Galaxy Forge-made custom maps.[/quote] Yes, IMO the rule for patching is: 1) Fix game breaking exploits that affect everyone (not any that I know of now). 2) Try to solve networking/minidump etc crashes that prevent people from playing and ruin games. 3)Balancing the game properly so all sides are as unique as possible without anyone

9 Replies 21,914 Views

It does not affect strike craft to my knowledge. However, the Halcyon carrier has a ability that does basicly the same thing to strike craft (except it throws them away and damages them) so you can still force everything out of your fleet and pick them off easily enough.

51 Replies 148,544 Views

[quote]I wouldn't miss a campaign, if it weren't for the enthralling story they present you with in the opening cinematic. I love to have stories in every game I play. If there isn't a story it's usually for a good reason. Again, I could care less if Sins had a campaign normally, but it feels really awkward not having one after all the emphasis they put on the backstory.PS. To the person who said that Starcraft was all about multiplayer, when my friends and I talk about Starcraft all we talk abo

28 Replies 29,476 Views

I agree, it is very helpful when people work togather as a team and communicate as much as possible. I certainly try to do this myself, although it has gotten me some sarcastic comments :( but I personally find that the only way to beat an organized team is to be organized yourself. I played a random map and the spawns put one guy from the other team into pretty much the middle of our team (two of us on one side, two on the other). And although we killed him, he lasted long enough and k

4 Replies 11,712 Views

I'll agree with The Monk here. I had no trouble hosting when I first started the game, and even if you do have any trouble there are plenty of guides and helpful people willing to assist you in fixing the problem. And honestly, considering The Monk is a volunteer, I think his contributions are quite exemplary.

17 Replies 42,504 Views

As others have said, it means it will take you a few games to learn the basics, and after that it will take a fairly long time to achieve a solid understanding of all the tactics etc. However, this is a good thing since it means that Sins has the depth to keep you interested for a long time. It is certainly worth the buy, both for the Single-player and the Multi-player.

19 Replies 89,241 Views

I don't know why the bothered, ships can still move in 3D, and I've seen people using guardians repel to knock opponents ships downwards and prevent them getting high enough up to do a phase jump. Also ships will move up and down when preparing for phase jumps etc. Anyway it just seems like at the very least they ought to put it back in for 1.1 anyway...

31 Replies 92,686 Views

The manual really has no reason to say that. All planets (except asteroids which have 25) have 35 tactical spots. desert worlds have 36 max logistic compared to 24 for the terran (barring the TEC logistics upgrade). Also, they have the same life scale etc. Really there is no reason for that comment in the manual. Although, Deset planets are very useful for their very high number of logistics spots.

9 Replies 20,038 Views

Also, be aware that for every jump away from your capital planet, the planet loses 10% allegiance, so your capital has 100% (without any culture, full culture coverage adds 10%) a planet one jump away has 90%, two is 80%, three is 70% etc. Jumps between stars on multi star systems only count as one jump. However, the allegiance is actually going down, i.e. degrading over time, then that means your opponent's culture is overwhelming yours or else you don't have any culture there. You can

7 Replies 2,455 Views

I hear the spamming argument a lot, and frankly you can't ever really stop "spamming" per se. After all, if I see that you went econ and I went military, I have to "spam" to bring you down before you get a bigger econ=>bigger fleet online. Besides, Sins actually has an anti spam mechanic now, the fleet upkeep punishes those who make tons of troops (it's also anti slippery slope, which is good as well). But pretty basicly, if I can make a unit, and you don't have the proper counter to it, then I'

81 Replies 280,294 Views

Ok thank you for the reply. That clears it up quite a bit.

3 Replies 4,433 Views

Oh my God. What happend...please some moderater delete all those other threads. I don't know what happend...how on earth did it get 20x posted O_O. I am really really really sorry about that, please delete all but one of them. I think my browser must have glitched up insanely bad... EDIT: I've PMed the mods...hopefully they'll fix it momentarily.

3 Replies 4,433 Views

Amazing Chat Zyrxil! One little thing I noticed, was that the title of the thread was So[B]e[/B]SE rather than So[B]a[/B]SE. Just thought I might as well point that out ;). (Although it makes you famous though, try googleing "soese" and your forum post is the top hit =D)

109 Replies 382,064 Views

What exactly does it do? I've seen an explanation for the way armor works, but I've never seen a proper explanation of how shield mitigation works. If someone could please tell me just how affects the ship taking damage etc that would

3 Replies 4,433 Views

The AI will not attack unless it is sure it will win. Also, if you bring a fleet that is bigger than the AI's into a system and the AI thinks it will lose, it will retreat. Every time. Of course, this causes a rather laughable problem for the AI in team games since it doesn't count allies in its calculations, so if there are three medium sized AI fleets they will flee from one large human fleet.

4 Replies 13,208 Views

[quote]There is research going on right now, which studies how cows' digestion system can be changed, so that cows don't produce so much methane. At the same time people use lawn movers, which produce as much CO2 in 2 hours as a modern car produces over the period of one week. Shouldn't meaningless pseudo-aestetical habits be changed before attempting bioengineering? I'm calling shenanigans on that one. Unless you're comparing a commercial mower to someone who drives 30 miles a week like

15 Replies 62,746 Views

Yes, there are only three factions. The look of the person is determined by color, you can have the same crest but not the same color. You can actually have everyone be the same faction if you want, the only requirment is that they are different colors.

1 Replies 6,893 Views

First, are you sure you are playing the Hard AI, not the Unfair AI. The Unfair AI gets some resource bonuses. (2x I believe) other than that, you could try recording the match and then replaying it to see where the AI's pass you, since it seems that they are doing one thing that puts them ahead of you, you could simply watch the recording and find it. I'm sure other's will have more advice, I'm still learning the game (although I've beaten the hard ai before) so I expect others will hav

27 Replies 14,587 Views

I'd bet droids. That seems to be a staple, since we already have aliens we'll probably get some Sentient AI. Although who knows, maybe Stardock will surprise us :) I don't really care as long as they make them balanced.

28 Replies 29,476 Views

No, frankly I haven't seen an RTS pull of a good campaign recently, and even if the devs do make a decent campaign normally you play through it once, then never return. IMO the resources are better spent on diversifying and balancing the factions. @Krases, that does sound pretty interesting. I personally know nothing of modding in Sins, although the last game I played, Supreme Commander, was very mod friendly which was nice. Any way, I'd rather see better balance and more ships etc

28 Replies 29,476 Views

If they'd just make it so you had a one minute warning, and the pirates left when the counter hit zero, then it'd be fine IMO. Or else make it wait 5 seconds after the last bid. Something standerdized, as is you can lead and lead and lead in the bidding war, and then they up it, and before you can respond they launch. Pirates are fine as an idea, the stupid countdown/launching system is not.

69 Replies 35,896 Views

You do realize that many of these things could lead to longer games, something the MP crowd doesn't really want. Certainly more variety in the diplomecy etc would be nice, but I personally like the current tactical/logistical differentiation. It does need to be "Real time" as well. Also, as fun as making custom ships might be, balancing them properly so as to avoid massive imbalances would be quite difficult I'd think. Although certainly, the lack of any ability to give units/

7 Replies 12,116 Views

Centurion is correct. I have had RA give me Enforcers before I had actually researched it several times before (against the AI). I also don't believe that the ratio is affected by what you tech. It does not give you either of the support ships though, so you have to build those on your own.

5 Replies 2,592 Views