Not inefficient, methodical. I only play games with minimum phase lanes anyway, which is suited to large fleets. I'd rather have huge battles with maximum fleets, than constant minor battles with small fleets. And I dont bother with strikes to take out a few structures. If I need to take out structures, I take out the entire planet and hold it. If I cant hold it, I still wipe the entire gravity well clean and nuke the planet, so the enemy has to start building from scr
apricotslice
The Advent could do the snapshot using a station. It has a staff of high psi people and periodically they provide a snapshot of whats going in a system. 8 civ to build it and a very long cooldown period so it cant be used very often. TEC could do the same with a 'spy center'. Not sure whats in character for vasari, but maybe they have too many advantages anyway. The structure just needs to be built, and the update occurs regularly whenever the cooldown period elapses.
Thats what I did initially. The research does not show up. When I changed the strings names, the research shows up, but not correctly, just as a grey box, an mousing over it crashes the game. Seems to indicate the strings also need to be unique, but there is a naming convention connecting the string and the icon.
The odd thing about this, is that I'm number 1 accross the screen, and they think I need to keep them happy ? Hello ! They need to be keeping me happy ! And doing my bidding ! The attitude should change according to the position on the rankings the player is. When your on the bottom, the current attitude is fine, but when you on the top, they should be being nicer if they want some attention. You should also be able to offer an alternative mission to avoid t
Are you building trade and refineries ? Without these on most planets, your missing a good deal of your income and resource potential.
A planet with 3 trades makes far more than a planet with 1 trade. Ditto refineries.
My strike fleets tend to be made up of : 2 of each Capital ship 40 Kodiaks 40 carriers 20 flaks 10 command 10 robotic There might also be some frigates left over from early game fleets, but mid to late game, frigates get trashed the quickest. Only the flaks are really necessary. Siege frigates speed up taking down planets, but they are vulnerable and tend to be the first to be trashed in a big battle. So you can take 20 in with you and find when you
There are 2 aspects to allegience. 1. Planets distance from home world. The majority will have 35% maximum, depending on the map. 2. Culture broadcasting. Building culture structures keeps your allegience at maximum, by pushing back the enemies. As a rule, I build 1 culture on each planet. However, where I build a block point to an enemy, I tend to put as many as that planets logistics will allow. I've had 7 on one planet and been broadcasting so mu
[quote]Edit the string info, and add the new info, along with new in game name and description to the String file and update the count and save.[/quote] Ok, that didnt quite make sense, and therefore is probably the bit I've missed. What I'm trying to do is add the phase gate to the TEC. I've duplicated and renamed all the files and added the research to playertech. What exactly is the "string info" and where do I find it ? It could be quite as simple as the p
Booting up in case someone can help who hasnt spotted the thread yet.
I never use the trackpad on my notebook. I use a wireless mouse and k/b. Its rare I'm ever in a place where I cant use a mouse. Personally, I'd never attempt to play a game like this without a mouse with wheel.
Also, caps lock has a 3 position zoom. Lane view, gravity well view and close in planet view. Saves on some zooming.
Alas, TEC doesnt have either. I only tend to use them when I want something found. Like the direct route to the center of the system, or where first contact with an enemy is made so I know where I need to put a block point in. Or how far the enemy have come since the last scout so I can prepare a fleet to block them in appropriate time. I also dislike their doubling back on themselves logic. There should be an option you can set that only lets them travel on to a planet that ha
It sounds like your talking Homeworld style ships, and I'm not sure the comparison is apt for Sins. If you need more flak, but dont want more flak ships, then add flak to anything else you want. Capital ships and Crusiers especially. Its easy to do, just change a false to true in each ship file and give them guns all the way around. Frankly, I find the frigates underpowered and undershielded as it is, why create something smaller and less powerful again ? By middle game, I igno
True, but when you send a scout into a war zone so you know whats ahead, it would be nice if it could survive long enough to get more than 1 planet ahead of you. I send out 20 because I know that only 1 will likely make it all the way to the target, and no expectation of any of them making it back. But unmodded, the standard scout in the middle end game has no chance of making it anywhere unless you only watch it, and even then, it likely wont make it. Its not the credits. I ha
I just dont see the point. Flak frigates in my game are not a serious problem. I just gave my carriers more squadrons, and the squadrons more fighters/bombers, and I usually have far more strike craft than any number of flaks will handle. In fact, I dont remember a situation where enemy flaks caused my strike craft any real problem. The main reason I upped the number of strike craft was not flaks, but wanting them to get the job done faster. I found homeworld far too specialised. The mi
I havent tried teams yet, but in theory, yes. When you are allies with another game entity, if you are playing TEC, then your ships start trading with them. I noticed with TEC that you dont need contiguous trading ports, if theres a gap, the ships just keep going until they find one. So in theory, a team should be the same. Although I guess all the planets between the teams need to be discovered first. But I am just guessing.
Oh.....ta. Will try that. I had another thought on the whole repairing ships angle, and thats if they have repair structures in place on their turf, they will keep the vasari ships repairing too. They should be a target to take out soonest.
I'd love a cheeseburger ! :)
That was uncalled for. If you cant comment without being insulting, please dont comment. Many of us do not play multiplayer, and assuming that multiplayer is superior like you infer, is not a valid comment.
Lazy ? Ok, there is 130 planets. I have 2 battlefleets engaged on opposite sides of the system, and I have set 20 scouts going to update the stats on whats going on where. Now......in the grand scheme of things, micromanaging 20 scouts when you have 700 ships in 2 battles, one of which is a life or death struggle, is somewhat of a joke ! The whole idea of a scout on auto is for it to not need to be micromanaged. Why would anyone in middle to end game be the slightest b
Research Fleet Logistics. You need capital ship slots in order to build them (Max 16.), but you also need fleet capasity as well. Each capital ship uses 50 fleet capasity, so if you dont have enough, you need to research more. Each increase in fleet capsity has a tax cost in money, metal and crystals, so as you increase your fleet capasity, you need more resources being produced to support the fleet. If you increase fleet size too fast, you suddenly find that you are
I upped the shields and hull of scouts to make them take a lot more punishment, and upped their speed so they are not so vulnerable. Scouting is basically a suicide mission in Sims. But by making them stronger and faster, they at least get more scouting done before they finally die from not being able to regenerate. What I'd like to see is that when a scout reaches a planet thats empty or allied, it stops to recharge shields and fix the hull, before it continues on its scoutin
I dont really see what your asking for. What exactly do flak frigates lack that you think a corvette should have ? And what exactly is a corvette in Sims ? We have frigates and cruisers. I increased the range of my flak frigates. This allows them to stand behind the main combat ships, and still cover them properly, and allow them to start shooting at squadrons a lot earlier. I also allowed autocannon on cruisers and capital ships to act as flak as well. Very very minor modding changes a
Should be asking this in the modding section. Not that I've seen so far, but I'm still discovering things myself.