overchargethis

overchargethis

Joined Member # 3212675
11 Posts 15 Replies 349 Reputation

I've been away from sins for a while and just played a few games of Diplomacy. I noticed Pirate ships have armor ratings up in the range of 23 - 28. Makes them functionally immune to things like mines, and bombers/fighters. soaking them with fire from masses of frigates doesn't seem to do much either when engaging large groups. Anyhow, why did the developers make pirate ships so disproportionally better than even battleships in terms of armor, and masses of them so disproporti

3 Replies 11,201 Views

1 hour 30 mins into the game playing TEC. I can re-create this every time: I wipe out an enemy planet (volcanic). I have 2 sovas, 4-5 carriers, and about 13 cobalts. I have about 3 bomber and 17 fighter squadrons attacking ore mines. When the planet is wiped out, I get a minidump. I have the save file. If there is interest in reviewing this, please respond to this post with ftp site or email I can attach the file to. Great game otherwise. Balance-wise, I

6 Replies 2,415 Views

I just finishing a 4 player AI game on hard difficulty, and had a good time with it. Three things came out of it regarding movement of fleets: 1. First is an earlier recommendation regarding scout ships using mine detection functionality: slow their movement to that of another frigate type. Reason: they're too fast and move to the leading edge of a battle tooquickly, taking fire from major enemy fleet eleemnts. They should not behave this way--they should be support/detection

1 Replies 1,442 Views

ACtually, I lost 3 cobolts out of about the 7 that went through. This had me thinking explosion radius has been reduced as well as damage output per mine. If this is true, then 150 mines per player per system probably is not OTT. HOwever, I'd still prefer to cap mines at about 50 or so per player per system. That's probably too few, though.

6 Replies 2,832 Views

better, much better. I have a few observations, none of which are game-breaking. 1. Looks like bombers are more destructive against star bases now. I had about 7 squadrons of TEC bombers, fully upgraded from a carrier with all tech developed, down a TEC starbase with no upgrades rather quickly. DOn't have a specific time, just seemed like the shields were gone FAST, and the hull went to zero quickly. MIght just be the upgrades all across the sepctrum v. no upgrades on the starba

6 Replies 2,832 Views

I was a software engineer for 7 years in a shop that had a formal engineering dept, qa department, etc. They way things worked it we'd release code, qa would perform regression testing (what we're doing), and if they found a defect would enter it into Team Foundation Systems, which is a MIcrosoft tool for change control (listing and resolving defects and such). If we needed to talk to the qa personnel, we would. Otherwise, we would just fix things and re-submit to qa for further testi

29 Replies 164,793 Views

TEC mines taking up tactical slots makes sense. How about vasari mines requiring support slots (might have the wrong name, I'm referring to your fleet total, with each group of mines costing as much as a frigate to deploy. The deploying ship is basically a mobile factory that can only generate mines. Haven't played advent yet, so cannot venture a reasonable opinion.

49 Replies 30,824 Views

That's it.[quote who="cobalt82" reply="8" id="1985556"]i think there needs to be a way to target mines. it sucks going into a well defended star well and all of your lighter unit's get nuke'd. possably the garda or equivalent should be upgraded to target them? also i think the mines should not auto pin. it gets crazy when you have more than a 100 and your planet pin ends up in the middle of the screen. [/quote] Right on. Garda mine detection upgrade. Same for Vasari and Advent vi

16 Replies 36,215 Views

starbases and mnes are good units in the game, but the former are too numerous IMHO and the latter are broken. Mines have too many HP. Given that theyr'e a large explosive, they should fall to fire a bit faster. Rather than 200 HP, I suggest something in the 60 or so range. Mine placement should also take tactical slots. Originally, I thought 1. Now I think 2. Up the number to 15 mines placed and require 2 tactical slots IMHO. Too many is very difficult to sweep. SHip controls are suc

16 Replies 36,215 Views

I completed a game of Entrenchment and noticed a few minor thigns. But one major thing: Let's assume my credit total goes up 20 credits per second. Let's assume It's at 260, and ticking up, and at 300 I want to build a cobolt frigate. When it's supposed to tick to 300, it went down to 217 instead. Then I waited for it to come back up and built the frigate. I observed this in the mid- to late- game. Happened a few times. Always seems to be a drop of between 60 - 100

0 Replies 824 Views

2 hours into entrenchment as TEC against a vasari, 1 TEC, and 1 Advent, and i'm having a blast. Build order/fleet construction/tech acquisition is all different now b/c of the defensive technologies. I was very surprised when I attacked the vasari homeworld, only to find the fleet I was beating on was getting help from a vasari starbase rushing at my fleet. That was interesting. I fell back to the adjacent planet, which had a starbase of my own, rebuilt some escorts and repaired some ships, a

4 Replies 2,252 Views

I experience this after applying the hotfix that went out today. PLayed 15 mins before applying it. No problems. After applying it, it hangs and does a minidump. Then reports error and quits.

17 Replies 4,020 Views

[quote who="Craig Fraser" reply="20" id="1953515"]Magic glowing dice will now materialize during every battle. Furthermore, we've decided to narrate each battle with text in real-time at the top left. In order to optimize we've also removed ship movement - opting for a cool stop motion style scenes that cut in and out. The level of suspense will be increased dramatically as players plan their moves in between frames. [/quote] Looks like Craig needs some attention,

52 Replies 27,470 Views

I've gotten pretty good at the game to this point, and am playing Vasari at the moment (great race in this game with a solid distinct style). I usually get to the end of the game with 1 opponent remaining, and go to war with him, usually after being at peace and destroying the second to the last civilization. Prior to wiping that last civilization, I make a point to put major fleet elements in the last empire's homeworld, to smash his frigate/cap factories and engage fleets as they co

7 Replies 4,374 Views

I've been having problems with hard difficulty with 10 computer opponents in the 1.1 beta. The new carriers are tough, and hard to take down, and in conjunction with a large supporting fleet difficult to get to. I decided to mass produce cobalts. What I mean is I putabout 60 in with a fleet containing around 6 battleships, 25 HC's, 20 or so flak frigates and 10 or so repair frigates. Off to the edge of the system I had a separate fleet with 10 carriers having 2 bomber squadrons each.

14 Replies 15,505 Views

I did that, and captured them. Thanks. Enemy's still in the game/hasn't ended yet. I'll poke around a little more and see if there's a lone colonizer floating round. I doubt it, but if it's a user-error rather than an in-game defect I'll report asap.

4 Replies 1,307 Views

I think I found a defect. AFter defeating all enemy planets, and placing remote sensors in each system, I can verify that the last enemy in play had only two mining asteriods left. By 'mining asteroids', I mean asteroids in systems that are not colonizable, but in which one may capture an object having a crystal or metal resource. I am unable to attack these, capture them, or use my scout frigates to deploy timed explosives on them. I think I've won, but

4 Replies 1,307 Views