Hmm, I knew about the colony ships being high priority, but I didn't think scouts could also be used like that. It does seem weird though, when I can have my scout run around the entire grav well being chased by the enemy and they ignore my fleet ripping their butts to shreds.
S_Holmes
Hello, [Bug] I've noticed when I play that the some neutral AI vessels prioritize scouts more highly than combat ships. If a scout is in the system prior to another fleet jumping in, AI Cruisers, LFs, and Siege Frigates will continue to target the scout ship over any other target. LRFs and Flak, however, will switch to units that they can damage effectively (ie: LRFs target LFs, Flak target fighters/bombers). Also, if the scout is destroyed or jumps out of the system
[quote who="Raging Amish" reply="9" id="2276747"]Hell. While we're at it. Get rid of quick start. I liked the game better when quick start wasn't there. Quick start makes rushing TOO easy.[/quote] Amazingly enough, you can get rid of it. It's completely optional.
I have to say too, that I find the title of this thread needlessly inflammatory. Calling something 'very broken' implies that the game cannot hold itself together while that thing still exists. Nothing in this thread proves that the Illuminators are destroying the game. You've mentioned that the Illuminator can handidly defeat the Assailant. Your experiments do a decent job of showing that. However, all that demonstrates to me is that there is a problem with th
[quote who="JohnJames" reply="2" id="2271248"]all test were done point blank in order to take full advantage of lums 3 beams. No micro just point blank.[/quote] I suggest you try one where you actually allow the Vasari to have the advatage of a closing fight. Giving the Advent the advantage right off the bat skews the test in their favour already. That's not something you want if you're trying to prove that they're overpowered.
Hello, I just wanted to make some comments on the new AI (playing on Hard, using the Quick Start option): 1) General - the AI is much more aggressive now. They seem to be willing to take greater risks to cripple other factions in the early game. It adds a lot more tension to the beginning of the game. 2) Fleet vs Fleet - the AI is much better at handing the player pyrrhic victories in fleet engagements, only withdrawing if it seems utterly hopeless. <p
In response to the OP, if you do not meet the minimum requirements, you will not be able to run the game effectively. Both my friend and I have computers that are well above the stated requirements, and even then it still slows down noticeably. It's quite rediculous really. There's barely anything going on in the SP game at any one time to warrent it hogging the system resources.
Hello, I'm something of an amateur historian, and lately I've been interested in trying to organize the history of the game, both in terms of development (what were the designers shooting for, what changes did they make and why), and strategy (how have the continual changes to the game altered the strategy of players, what differences can be found between the single and multiplayer experience?). This is going to be quick and dirty for now, but hopefully it can be expanded
[quote who="CreditSuisse" reply="1" id="2072776"]So you're advocating we cahnge nothing and let the Sova and the Vasari one stay limited in use and not very competitive?[/quote] Not at all. All I'm saying is that you cannot advocate that change is necessary without proof. Just because some of the community doesn't believe that the capital carriers (or capital ships in general) are worthwhile investments doesn't mean that they are not a valuable part of the game as they are
[quote who="Ryat" reply="23" id="2071241"] Quoting S_Holmes, reply 22Just to make a quick correction to some bad math in the OP. The Sova costs 3000 credits. The TEC carriers cost 835. So you can have about 3.5 for the price of a Sova, not six. That equals 7 sc from carriers(assuming u can build a half cc ) to the six that Sova can carry.[/quote] Actually, just ignore my last post, since it's irrelevent. Comparing light carr
Just to make a quick correction to some bad math in the OP. The Sova costs 3000 credits. The TEC carriers cost 835. So you can have about 3.5 for the price of a Sova, not six.
I have both Steam and Impulse on my computer, and I have to say I greatly prefer Impulse. I currently live in South Korea, but all of my banking info (PayPal account, CC, etc...) has my residence in Canada. Steam does not let me purchase games in their store because I am in one place and my money comes from another. Impulse does. Win for Impulse.
Ok, thanks!
Are we allowed to put up recordings of games using the beta of Entrenchment, or would that be a violation of some kind?
[quote who="Caydr" reply="1" id="2051850"]What troubles me more is the fact you specifically mention that you were always on the offensive. I was still kinda hoping that other people weren't suffering from dormant AI syndrome.[/quote] Only in the last game against the Vasari, and now that you mention it, they didn't seem to be building up with the same... I don't know... verve as the TEC. I always had the advantage in numbers, unless I really got complacent.
Hello, I just spent the day completing three 1v1 (opponents and maps generated randomly) games to test out the new Entrenchment expansion 2.5 beta, and I thought I'd post some comments while the games were still fresh in my mind. First off, some general impressions: 1) I just like to say that I had FUN playing these games. I enjoyed vanilla SINS greatly, and Entrenchment really improves on a good thing. 2) I don't know if, with the added defensive technolog
[quote who="Peter Ebbesen" reply="1" id="2043592"] With the change in the targetting for the anti-structure cruisers, they are certainly not useless in a battle once defences are gone. In one battle against the Advent, they had twenty of the thing pouring 58 plasma damage each (double that of the Destras) into my ships. Chewed everything but capital ships to pieces. I am impressed that the torpedo ships could chew up your fleet given that, according to the data files /gameinfo/gam
[quote who="PurplePaladin" reply="9" id="2043092"]Ya, it's like this is some kind of Beta or something! Seriously, if the "Missle Crusiers" seem overporwered, they may be, but is'nt tha ALL they are good for? After all orbital stuctures are gone, they pretty much lay in hammicks and drink lemmonade if an enemy fleet jumps in after that. Seems if you spend all the money/resourses/fleetcap to get them, they should at least do their job. They were complaini
[quote who="tiberius48" reply="15" id="2040733"]Check and see if Legacy Download System is enabled in Preferences. To do this, click the Stardock Icon and select "Preferences," then click "Connection" under Advanced Settings. Uncheck "Legacy Download System (BITS)" to disable that option and see if the update is unstuck. I had problems downloading the update when I enabled BITS.[/quote] It was already de-selected, but then I noticed that I had a mod se
[quote who="tiberius48" reply="11" id="2040590"]Holmes, I had a similar problem, but was eventually able to fix it. In the "My Games" in Impulse, right-click the Entrenchment button and select "Verify Installation". A window should come up stating that Entrenchment is installed incorrectly, and that you should obtain an update. After you close the window, a 21 megabyte update becomes available that should fix the problem. Hope this helps![/quote] <p
Same problem being unable to install Entrenchment because of XML (28, 8). The first time I installed beta 2, the game would not run. I uninstalled vanilla Sins and reinstalled upto 1.13, and now the basic game will run, but Entrenchment will not, though it says it is installed in my Impulse browser.
Hello, I just wanted to point out a few things that seemed off to me. 1) Scouts - The first issue is regarding the threat priority given to enemy scout ships. I've found in both vanilla Sins and Entrenchment, if an enemy scout jumps into the middle of a battle, any ships which have yet to enter engagement range will turn away from larger threats to chase down the single scout. I have seen it happen with capships, cruisers/frigates, and strikecraft. I
[quote who="Lord_Agamemnon" reply="5" id="1981315"]I've had exactly the same problem. My frigates like to ignore group jump orders, rebellious little scamps that they are. Incidentally, for some reason double-clicking a ship doesn't select all ships of that type in the gravity well. Call me crazy, but I swear that it used to. Maybe it just got unbound somehow? Or maybe this is a bug. Or, well, maybe I'm just mixing up my games. [
Hello, In my game I'm playing as the TEC, and I bought both levels of flak upgrades for my hangers. When then first level was complete, it gained an autocannon rating of 40. When the second upgrade was complete, nothing changed - no increase in firepower or range, and the upgrade's text doesn't say what it's supposed to do. On reflection, 40 flak seems pretty high. Maybe the glitch is with the first level? Maybe it's supposed to go '20 -> 40'?
[quote who="Zaisha" reply="12" id="1980489"]I get the impression they have less range than an unupgraded turret![/quote] I just checked using the alt key to bring up the tactical ranges. My fully upgraded TEC starbase has the same range as a gauss turret with the +15% range upgrade.