[quote]mouse over them to see a (slightly) more detailed list.[/quote] A more straight-forward way to get to the Diplomacy screen is hit F1, or clicking on the 'handshake' picture at the top menu. Then click on your name to get a detailed list of your rankings (if it is not already selected).
SageWon
I tried the Marauder again, and it works fine for me. Just activate it and jump to the phase stabilizer, or Kostura shot. I am using Entrenchment, version 1.041. Are you having problems with vanilla Sins? As of 1.17 it is still a channeling ability there.
[quote]Does the maurader have to be at the edge of the grav well or does it not matter [/quote] No. It doesn't matter where in the grav well the ability is initiated. I tested it again, just to make sure, and it worked fine for me - several times. Just click on the ability, then tell the fleet to jump to the other phase stabilizer. The only limitation I see, is that you have to jump within 75 seconds. And the fleet will have to fly to the grav well edge
[quote]Re cap ships--anywhere I can find speeds?[/quote] Yes, here . From Zyrxil's pinned stat post . Colony Capital ships are actually a little slower than the other Cap ships (475 vs 525). But they are still generally the best first choice, allowing quicker/better/cheaper colonization. On this map, t
80 Illums is 480 fleet (or command) points. That's 3 1/2 fleet upgrades! (Tier 3, Normal fleet settings). I brought this old post back up because: its about the only good quantification of upgrade costs that I've seen, and we were discussing worthwhile techs elsewhere . (Here is a link to another similar discussion ). [quote who="Howdidudothat"
[quote]The break even point is 80 ships - that's when researching the bonuses or building more ships costs you roughly the same.[/quote] 80 ships! Any thoughts?
Kitkun, I almost always watch replays and look to see what people research. I would say: there is very little concensus in what to research. The only essential techs on the civil tree are: ice & volcano, and maybe trade, and then maybe culture. Nothing else is game changing early on. (In fact, I've seen people scuttle their civic labs, after they get ice & volcano, and research nothing else there)! Often, online players never
[quote]Some of my concerns may address previous ratings that I disagree with (for instance, I feel that four stars for "heavy strike craft" is completely inappropriate. Even after the buff it's three stars at best, probably two). If I don't list a proposed star rating, it's because my vote goes for "unchanged"... Sova: Missile Platforms *** Heavy Strike Craft *** I haven't seen enough of the new missile platforms to merit a decisio
I did some 1v1 LAN testing again. But this time, with bombers chosen, rather than fighters. Thus the results may not be truely representative of typical gameplay, because this is probably not the typical configuration, and rarely will level 1 Cap ships meet in 1v1 battle without other fleet involved. But it did show the power of the new Carrier Caps. Within each race, the level 1 Carrier Capital ships handily defeated the other level 1 Cap ships.
OK, OK. Some of us have to work too. It is tedious editing the message board posts, but I got started. Currently, TEC has been updated. I will keep chipping away at it. Some corrections are still needed, including additional observations. But I would appreciate comments on any errors that you note. And I will add more observations on improved abilities later. For reference: <a href="https://forums.sinsofasolarem
I don't know. I think some people have it all wrong. They don't really know Vasari, when they bad mouth them. Yeah, alot does revolve around neutrals, and they do play differently, but there are too many misconceptions IMO. According to my testing, the Skirantra is now the second best level 1 Cap ship out of all of the races!. And Scramble Bombers is now potentialy one of the most lethal early game abilities! (It just takes a long tim
[quote who="EadTaes" reply="20" id="2397845"] Omg will you nubs stop with lums are T3 their should be stronger!!! Javs are T2 are they styrognger then asssailent? NO!!! ... Buttom line Assailants and lums booth use the same amount of supply witch is 6, and lums only cost 5 credits more then an assailant to produce...[/quote] The T3 vs T1 arguement is valid. Whether you like it or not, it cost more for T3 ships (especially at the start). And T2 Javs on
[quote]ok,so do you have to wait for it to hit, or can you go as soon as it fires? also im assuming you have to be starting from the same gravity well? does this work across stars?[/quote] If I recall correctly... wait for it to hit, and create the "phase gate" there. And, no you don't have to start from the same gravity well with a level 6 Marauder. It can create a phase gate where ever it is. I would expect that it works across stars, but don't know this for sure.<
[quote who="52500" reply="21" id="2398068"]wait wait wait. If you fire the kostura cannon, you can follow it in? is that what was said/inferred? holy crap [/quote] Yeah, but only in Entrenchment (not vanilla Sins). And, I've had a level 6 Marauder that jumped (both itself & its fleet) to a Kostura shot at the enemy home world.
I'll add a few more observations. (BTW: Pbhead, nice summary!) 6. Vasari are the best race for rushing. 1 military lab for LRFs (assailants). The same for repair and/or seige. 2 for a StarBase. Scouts quickly grab neutrals. An Egg with Nano Dissambler can take on almost any other Cap ship. (Try SB rushing, with 1 upgrade to it's weapons, and que it to move across their structures. Complete Wipeout!) &nb
[quote]But why would they add that? Construction frigates auto-build already, why add a control to make them?[/quote] Maybe it is for building replacement construction frigates (constructors). In online multiplayer, they are usually the first thing targeted. Yes, they auto-build, but only after 6 minutes! (If hostiles remain in the gravity well). They auto-build in half a minute once there is no threat in the grav well (for free no less). But there are
[quote]credits, metal, and crystal on the second shot[/quote] LOL! Almost $3,000,000 credits! Wow. And 12 unused Cap ship crews! 1800 unused Fleet! But of significance; Tier 4 research (w/2 prerequisites!): "Universal Negotiation - Allows you to offer and demand gifts of credits, metal and crystal from oppossing factions." In other words, allows you to feed, or be fed.
[quote]a new capital ship.... now thats good news.[/quote] No. I bet what you see, is where you build the new "Envoy cruiser". I bet it will be expensive. It will cost as much as a capital ship, and will probably require fleet research like capital ships do. And it may have abilities, etc. But I am just guessing. So thats what it probably means. I believe them, when they say there isn't a new "capital ship". The other new (7th) icon,
[quote]Heh, I guess you have some updating ahead of you. [/quote] [quote]Ok...lets update this for the latest patch. [/quote] Yeah, I will definitely update it. But only after I've had a chance to gain a complete understanding of all of the 1.18/1.04 patch changes . [quote]Probably we'll have to re-evaluate the star ratings across the board. Since most capital ships in the game got buffed, this has raised the
[quote]Am I making something wrong? Where do you see those squadrons? My Level SIX carrier has 6 squads (with lvl 2 ADA).[/quote] Screet, I think you are running into a bug in Vanilla Sins, ( reported here ). The Halcyon is supposed to start with 3 now, and add squads with ADA, but its not working. I beilieve Blair said he was working on fixing it in the upcoming hotfix too. Oh, and
[quote]Now, how about some allied racial combos?[/quote] I think a level 6 Marza, and a level 6 Kortul Devastator would be absolutely devastating, but I've never seen the combo. Fire the Kortul's Volatile Nanites before Missile Barrage. It increases damage by 30%, and as each ship dies, spreads additional damage (150 to everything within 1000 range) thoroughout the duration!
I've only had access to the poll when I've visited the main page from a new (or different) computer. I think the site keeps track of whether you've had prior access, so that you can't vote more than once? Maybe you can see it if you delete cookies associated with this site?
Before I upgrade to the 1.04 patch, which Mods should I hurry up and download, to try out? I don't know which are good, and a couple that I've tryed before wouldn't play. I'd like to try one or two where the changes are readily visible. There seems to be so many, and so many in various states of completion, that I don't know which to pick.
[quote who="Beric01" reply="9" id="2374013"]I agree.... But my question remains: why don't the devs just fix it? [/quote] The devs have stated that they are "fixing" siege frigates, see reply #19 in this thread at the Strategy forum, just about at the same time you opened your thread.
[quote]This is why when you think you'll get a second capital ship early on you don't scuttle the factory. Seriously, unless you need the logistics slot it's not that big a deal. You get about one extra frigate with the money you earn, and you've thrown away the opportunity for a fast second cap. It's worth leaving the structure intact to maintain the strategic opportunity IMO. It's a tall investment,[/quote] If you are rushing, or being rushed, scuttling the factory is almost a must.