San Tsu

San Tsu

Joined Member # 3242662
13 Posts 44 Replies 289 Reputation

I disagree with the assertion that Flaks are useless now. My experience so far still shows them capable against [B]fighters[/B]. They are indeed next to useless against [B]bombers[/B], but not against fighters. This is all you need them to do really, because there is another thing that eats bombers pretty darn quick: fighters. If a fleet with let's say 100% carriers encounters a fleet with 70% carriers / 30% flak, the diverse fleet will win. The reason for that is that the 100%

12 Replies 5,095 Views

I still hope to better fleet management ability, as I've suggested [link="https://forums.sinsofasolarempire.com/319428"]here[/link]. In short: - Rally points assigned to the fleet to remain after the fleet leader dies. Without this we get a lot of funny stuff with reinforcements. - When retreating only the fleet leader, take it out of the fleet and retreat it individually like the other ships in the fleet would. - Ability to easily add ships to the fleet without re-creating

13 Replies 2,928 Views

Well if we're on the subject of inheriting other settings then yes - I think this is very important. Also - again, if the fleet was an entity of itself, then the individual unit can preserve its own state, but only act by that of the fleet while in it. Then when it leaves the fleet it immediately gets back it's previous state.

13 Replies 2,928 Views

You misunderstood my suggestion, try to read my post again. BTW I don't think either of us can tell whether or not the engine can or can't interact with abstract objects, so let's avoid making such assertions. BTW what you are trying to achieve can be easily done with turning off the cap ship's auto-join, and pinning it to the empire tree. Check it out.

13 Replies 2,928 Views

I think a thumb rule with capital ships is "does it have any particular ability that I really need in this game?". For example it make sense to build a Halcyon 2nd cap as advent if your opponent's fleet is based on strikecraft, etc.

9 Replies 7,062 Views

I had a game once huge ffa or 2v2v2v2 or something, can't remember. Anyway my ally who was no doubt a very inexperienced player, (of the irritating kind that thinks he knows best) built [B]ONLY[/B] cap ships... Throughout the game I try to explain to him the notion that cap ships melt when faced with 20-30 Illums alone, tried to point out the cost vs firepower / HPs ratio, etc. Every time I said something he'd have some "smart" response like "Not if you can disable them ;-)" or

14 Replies 7,905 Views

[quote]I'm not sure where you guys are seeing this, the speed values have not changed. The beta gameplay.constants is in text, you can compare it with the 1.05 one - everything is the same[/quote]That doesn't mean the game engine hasn't been modified to interpret these numbers differently, and that's what we're asking.

9 Replies 3,590 Views

I jut posted another thread about this -- oops. I think this is a feature. It allows you to hotkey a whole fleet and maintain that hotkey. So later when ships are added to the fleet the hotkey still refers to the whole fleet rather than just the subset of it when the hotkey was assigned. What I suggested will fix your problem as well - the problem is that ships aren't removed from the group when they leave the fleet. If they did, the behaviour you desire will also exist. <b

13 Replies 2,928 Views

I have noticed that something I missed in 1.0 has now appeared in 1.1 - when I assign a group number for a fleet, new additions to the fleet are automatically added to the group. In 1.0 only the ships that were part of the fleet when the I assigned the group are selected when I press 1. So that means I need to re-create the group to effectively use the hotkey, otherwise I'm giving orders to just part of the fleet, and potentially splitting it up or breaking it up. However there is one sma

0 Replies 1,799 Views

It seems that the game speed has changed considerably. What used to be "fast" is now "normal" and now's "fast" is bloody fast... Can one of the devs pls drop a line explaining the speed change ? i.e is it just a relative change across all game aspects? Or did some things become faster / slower than others ?

9 Replies 3,590 Views

I just love the windowed mode... I can write a forum message while playing... :-) Just thought it would be nice to also post positive feedback.

1 Replies 1,441 Views

Fighters eat bombers. The counter chain is something like: Flak -> Fighters -> Bombers -> HC -> LRF / Flak / Light -> Carriers In other words if your enemy has lots of bombers, use fighters and light frigates.

59 Replies 11,860 Views

I think the problem is that programming smarter AI that can intercept and follow a target effectively will cost too much CPU power, specially if applied to multiple ships.

5 Replies 2,322 Views

Also I think that repulsion should have a number cap. Let's say one Guardian can only repulse 10 ships. That was it doesn't become to ridiculously disproportional. If your enemy has 100 ships, then you need 10 Guardians to create a complete sterile area. If you have only 5 Guardians, then only 50 of his ships will remain inside the sterile area. The ratio can of course be different, and also it can be based on ship size. i.e 5 HC or 10 LRMs, etc.

9 Replies 3,334 Views

[quote]Another confirmation here. Although I don't even have to wait for the first strike craft to build. I can queue up the max number, then dequeue them and go for the other type, and the maximum number of both kinds will be built (eventually).This happens for hangar defenses as well, but you have to make sure you do it after the hangar is finished building (you are allowed to queue strike craft beforehand, but it won't experience this bug in that case).[/quote]The reason for this is that wh

23 Replies 9,806 Views

I found the orb but thought to myself "that's a funny place to put such an important menu..." Not everybody out there use Vista BTW.

17 Replies 5,751 Views

I really like what you guys did with the action grid keyboard shortcuts vs the normal ones. the normal ones take precedence over the action ones. Brilliant. However there is one small bug (I hope it's not a feature) - if the action fails, the game will continue to try the action grid item. This isn't good because it may be a completely different action that I don't want to perform. I'll give an example: Suppose I have 'Q' mapped to action grid button 0-0, and I also have it

0 Replies 1,119 Views

I have to say I'm quite impressed with Impulse, it seems quite robust. It's also good to see that the next generation distribution is here. Hopefully one day the music industry will follow.

98 Replies 120,275 Views

Hello there, I have tested something this morning on a Huge FFA and had 0 crashes for over 4 hours. This is the first time for me hosting a 10 players game and having absolutely no problems and almost no lag. What I'm about to describe here may help stabilize a connection and reduce lag. When applied by a game host it can solve a lot of the problems we're seeing in Sins. However it requires one to have access to an external server, which I guess few of us have. But still I thought

0 Replies 1,987 Views

I was wondering if using SOCKS can help avoid the need for manually configuring port forwarding. Any thoughts?

3 Replies 4,646 Views

Hi to all, I don't know if anyone out there knows me or not but I picked the handle of "San Tsu" a long (long) time ago as my online Strategy games nick, in the spirit of naming oneself after long dead great generals and strategists. It's not because I'm oriental since I'm actually middle-eastern. Yes, I know it's misspelled. Funny thing about old handles is that it doesn't feel right correcting them.. Anyhow I just wanted to drop a line and say I'm very happy to see D

19 Replies 11,995 Views

[quote]maybe....However I have noticed damage in SINS doesnt quite follow this.and ships that have HIGH damage for a bank but which fire vollies seem to actually have the damage devided by the volly before armor takes into effect.The Dunlov missile is a good example of this.. its spose to do crap damage compared to the dunlov laserbanks.. but agasint any armored targets the missile does more damage.It only fires like 1 missile per cycle.[/quote] ahm... (M x A) x n = (M x n) x A ...

10 Replies 5,453 Views