To ALL targets around it.
Cataclysm2000
Never, ever,EVER mention Sins alongside WoW again!
[quote who="GoaFan77" reply="2" id="1995355"]Umm, its really quite a useful ship. I'm pretty sure designate targets does not force your ships to attack the ability's target. Even if it did, the ability enables your ships to do 40% more damage on that target, so it could still be worth while. Its other ability restores 2.5 shields per second to one of your ships and increases its rate of fire by 10%, thus increasing the DPS by 10%, which is always a good thing.<br
Anyone else notice how autocast doesnt autocast reintegration very often? I've seen lots of ships go boom without using it, even though its supposed to autocast at 50% hull. I'd load up a replay but I deleted them all when I uninstalled Sins so I can re-install without Entrenchment. The proper procedure is to re-install Sins, copy C://Porgram Files/Stardock Games/Sins file and paste it somewhere else, correct? Then Entrenchment will go to the origional while I can use the copy to play
The search function is broken on this forum or something. I NEVER get hits for anything. That out of the way, Starbases count as a new type of unit. They arent buildings or ships. They are also affected by Atomic Lattice Armor even though it says strike craft and cap ships only. So there are a few kinks to work out, although Im not complaining about the armor thing.
Yeah, in Galaxy Forge there is a way to make it always spawn you on a certain planet, or so I've heard. I cant figure out how though, anyone know?
Restart or reinstall?
As soon as you start sell 200 metal and buy 100-200 crystal. This is also important
[quote who="ThaMahstah" reply="2" id="1994417"]Hm, you know, it seems quite a widespread problem. Even this guy... http://frogboy.joeuser.com/article/331150/Life_with_Sins_of_a_Solar_Empire_v11 ...has it. (See second picture.) Someone comments that they have the problem too. And apparently people have been posting about this issue for months on these forums. The "white glitter"... It clearly effects both ATI and Nvidia,
Its power is the ability to shut down caps and support ships for good. No AM = no abilities. A 5 second duration is fine as long as its re-applied after every time it gets hit. I do agree it needs to target more than one ship, two levels that target 3->6 ships within 500 units of range from the one you're shooting at? Turrets tend to focus anyways so this will help spread the pain
[quote who="kyogre12" reply="13" id="1991745"] Then, I want to have one badass base somewhere with every military upgrade known to man so that I have one planet that will take a concentrated effort to take down. That "badass" base is rendered completely useless if the planet its on is no longer being contested.[/quote]What about the ability to scuttle upgrade levels? So you can turn your uber heavy fighting platform of doom into a floating city when you need to.
Research Selective Phasing for Vas Navagators and park them in a star's gravity well. Turn off autocast and turn on the cloak. Indefinite intel on the star :D
[quote who="L9000" reply="4" id="1990115"]Yes agree MINES NEED TO go. They add nothing to tactics and are random and annoying to use. Also they add a level of micromanagement that is really spoiling the game. Last they have very little lore/technology justification. [/quote]lets not be rash. Mines open strategic depth. The problem isnt mines themselves, its that they can be spammed anywhere all the time. If mines had to be placed strategically wi
[quote who="Howdidudothat" reply="18" id="1989617"]Someone hold me back. That, or ready a fleet of ambulances. = [/quote]I agree. In no forum anywhere I've been to have I seen such lax moderators.
Attach it to an e-mail and send it to [email protected]
what if I dont want to play with a mod but want a laid-back game?
[quote who="Sole Soul" reply="3" id="1990140"] Quoting Cataclysm2000, reply 1See, the thing is though, Vasari dont have a torpedo cruiser. They have anti-building weapons on their starbase. The Vas starbase is their anti-starbase unit. They need some way to get it into an enemy gravity well to take on the defenders. Explain to me again how setting a new one up again in the new well is even an issue with the current mechanics. And you can even build it completely out of the way
[quote who="Tkins" reply="2" id="1990054"]You know what's odd? I haven't even used one of these cruisers yet, nor felt the need to. I've taken out buildings and starbases just fine without them. Actually, probably easier without having to deal with the micro.[/quote]I hear you. I just clear the well except the starbase and spam bombers since I have a silly amount of carriers in my fleets anyways.
[quote who="Sole Soul" reply="25" id="1990050"] Quoting TheSpydyr, reply 24SB's SHOULD NOT BE ABLE TO PHASE JUMP PERIOD!. Sorry for All Caps...but peeps need to realize and understand this concept. It would completely ruin the game. Quoting for truth-and personally, when I say period, I mean you shouldn't even be able to deconstruct them to move them. Just set up a new one in the new well. Was that so hard?[/quote]See, the thing is though, Vasari dont have a
Ive had this problem too. Sometimes it works and sometimes it doesnt use all its weapons. Upload a replay of the game. It can be found here if you're on XP: C:\Documents and Settings\USERNAMERHERE\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\AutoRecord-SinglePlayer
At first I thought it was a stupid ability, but I used it recently and WOW. Its pure AWESOME. Vasari deserve this though because their missile turrets have no survivability. The Vas repair bays heal for 15/sec with no shield mitigation to help out. Thats just pathetic. To make up for this they NEED some sort of uber offense ability. 3 mins seems a little excessive though. I would say one min is good enough. Advent turrets get shields and mitigation, plus +50% damage with Synergy. They
[quote who="InfernalCreator" reply="17" id="1987510"] The way that I see it is that the Advent really are the balance between the two races. The TEC have numbers, the Vasari have power, and the Advent meet right in between, along with their ability to survive. If an Advent fleet goes down, it goes down kicking and screaming. *Phew* But that's what I love about them! And if youre into static defenses, (like me, don't underestimate them) they're top-notch with their hangers [/quote]I
[quote who="Bobucles" reply="7" id="1989819"]I don't see why orbital bombing ships weren't repurposed to also attack structures. They're basically massive lightly armored guns, they're best ship for both jobs.[/quote] This is a great idea, siege frigs could be the anti-building ships for each faction or at least Vasari since they dont have a anti-building cruiser. It would also make Pinpoint Bombardment somewhat useful!
I think the general consensus here is 1) Starbases need more range 2) Starbases should move 3) Starbases should have built-in flak 4) Starbases should have more squads 5) Vas starbases should be able to be deconstructed and reconstructed OR Vas should get a torpedo cruiser. 6) Players need a reason to fight starbases. They need to provide some sort of heavy obstacle for enemies. How about working in Phase Jump Inhibitors to their Defensive armaments upgrades?
[quote who="Nihilist79" reply="11" id="1988448"]Same minidump problem here, got the newest version. Its the same problem about 5-7 minutes into the game it crashes. Cant find the minidump file either it suppose to be in a document~/user/local~/temp/ folder which doesnot exist? I have Comono, tryed again by shutting the entire program down, did not work. Its funny because I have very little problems with any games (including origal SINS). Also I read somewhere that changi