I tried it for the 14 day trial, and yeah it is rather hard it is the hardest mmo to learn (of those I played) but you can count on two things. 1. The people in EVE are the exact opposite of the average WOW 12 year old flamer, they will halp you with anything you would need. 2. They have upgraded the tutorial as well as the character creation process since I played so I assume it is much easier than the one before (which was still decent) The only thing that I could no
Psyco567
I'd like to see: 1. The ability to quene squadrens for hanger upgades to starbases while they are under construction instead of having to wait untill the hanger is done. 2. And more importantly Dual/Multi Core Support!!!1one1[e digicons]XO[/e]
Great mod, just installed it, but I loled so hard when I saw an advent SB explode, it turned into a dead TEC starbase, maybe you could update it so that the top or bottom prong breaks off the advent starbase or sumtin' oh, and I didn't see any bodies, otherwise it's great! Kudos![e digicons]\o/[/e]
I think that the whole, diplomacy thing sounds awefully like a campaign to me [e digicons]*_*[/e] if not, it will certainly be a great segway into it, beacuse the features of diplomacy seem a requirement for a campaign, I do recall there being hints at a campaign for one of the expansions, and a hint at whoever is chasing the vasarii being the forth race and be like....unlocked from the campaign and they would play differntly than the other three races, like they would eat
Call me a fan of this "nerf" I'm glad to see they were fair about it, there is more time to manuver the fleet away and it is more obvious that it is activated; but it still does that 3000 damage, and should 30 illums happen to go towards it.....heh heh heh[e digicons]:thumbsup:[/e]
[quote] Having 16 Marzas at level 10 surround a full pop. TEC terran planet... then all attack at once with their nukes and raze planet! It was brighter than the star for a few seconds... [e digicons]:')[/e] [/quote] Seriously, I gotta try dat, did it insta kill the planet? My crazy thing, I usually listen to the portal credits song, still alive, when I bomb the last AI world as I watch the bombing in cinimatic mode and laugh at all the citizens that mu
All Hail Blair! All Hail Blair![e digicons];)[/e] Seriously, sounds awesome....but it's tuesday (and you said late this week) I want mah patch!
Dude....lvl 6 Marza + Immune to disables = Genius! :D
It's up @ 11AM for me, wasn't up at 10, releasing it at differnt times arround the world, silly devs[e digicons];)[/e] !
[quote]Stats were disabled to encourage more testing of non-standard strategies (situations where you are likely to lose). When we didn't turn them off, we saw that no one was doing what we needed tested. We tried the volunteer route first but when it failed we had no choice but to disable them. They'll be turned back on on Wednesday with the release of Sins 1.15 and Entrenchment.[/quote] wow.......You mean like attacking a capital ship with 30 siege friggates, cuz that's mostly spira
lol credit, you always go hardcore in your suggestions, most regular suggestion just look lazy now lol. I Supports! Maybe make it the toned down flak we have now, and then boost the power of regular flak ships, beacuse a ship specially designed for flak should be stronger against fighters (exept for the carrier caps perhaps). [quote]Unless the Devs have (finally) lifted it, there is an engine limitation of 3 weapons per craft, and most (if not all) capital ships already have a
[quote]-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).[/quote] [e digicons]:)[/e] [quote]Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.[/quote][e digicons]:D[/e] [quote]-All races' anti-strike craft frigate weapon range increased 20%.[/quote] [e digicon
I have something a bit more major to add to your list. The damage is applied to the other ships several seconds before the starbase actually explodes, not much I know but for those 3-4 seconds you wonder WTF[e digicons]o_O[/e] [e digicons]8(|[/e] ? why did my fleet just die [e digicons]:(O[/e] [e digicons]XO[/e] [e digicons]:'([/e] ?! If it killed your whole fleet your vision of the area might fade before you see the SB explode. Minor I know, but the same thing happened to the orgovs
"Stomp attack!" ..... "It's a critical hit!" "Flying babies take 87 damage!"
[quote]I would also expect some significant additions and changes between 2.5 and 3 (coming soon).[/quote] Aha! He admits it there is a three! I was right! I was right! Ok back on topic! Are the weapon banks only an upgrade to entrenchment or to vinella as well?
MARZA wooo!! KOL kicks butt too, and hmmm..... Kodak, and Javilis! TEC ships are cool ;)
To elaborate on why this most likely is: This is probably due to the wormholes, most likely there was a perimiter placed so that starbased cannot be placed in the centre of a wormhole (thereby blocking passage through it ;) ) and this carried on to other special uncolonisable things, it may not apply to all of them, as you said, but it does prevent you from placing it there. Isn't near centre close enough? I would place it near where the enemy would phase in, or where they wou
If it is just verifying, that is just what it does to check the install, and you can accomplish that but right clicking and chooseing verify, but I would try to boot the game, see if it is the right version, or for that matter if you can run the game. If not, go for a reinstall and it should work. Good luck![e digicons]:thumbsup:[/e]
Hey all, I thought I would start this thread beacuse of the responce the topic got as an off topic conversation I started in another thread, so now it has a proper place to take place. Ok here is the rundown: The auxilary government upgrade says it: "Prevents loss of controll of the planet due to planet bombing" I thought, "Great now even if they bomb the planet to 0hp, I won't loose it." Or, "now my planet health will not go below 1hp." Well it doesn't do what it impl
I would e-mail the minidump to [email protected] so they can fix it, You can get the minidump in E:\Documents and Settings\Your Name Here\Local Settings\Temp\Sins Dump/ and email the file to them. The file path is differnt for Visa though Sorry if you already knew that, I just thought it might help. I'll try to re-create the bug and get back to you, oh and try setting you graphics to low and disableing bloom and antialiasing, that might help. Good luc
[quote]If the hard counter is not up to snuff, then that is what needs to be balanced.........If you aren't using these, then you cannot complain. However, like I said, if the hard counter is not working, then that is the root of the problem. The recent bank upgrades have helped, but I think a minor increase in dmg would be preferrable[/quote] Exactly, although it seems the bank upgrade for the flak friggates doesn't fix the fact that they are useless or it might not be working at all
Here's another thread on it: https://forums.sinsofasolarempire.com/?aid=337682 Other than that, have you ever sent a fleet up against two (or 3! [e digicons]}:)[/e] )level 6 marzas and nothing else? heh! they get pwned by missle barrage in 10-15 secs! If you can use the abilities to their best potentail (e.g. advent holy trinity) you can turn any battle! You don't buy them for their DPS, you buy them for their sturdy hull and cool battle turning abil
What if the starbases did have this power (Tractor Beam for TEC) but it only worked on planet bombers, this would be nice to stop the AI bomber spam, but other than that have not much worth or instant, you die and cannot choose to run power. [quote]I THIK ADVEWNT BASES SHOULD HURL ENEMY SHIPS AT PLANETS!!!!!!!!!!!![/quote] They call you levelheaded? .......why? lol. It's not a bad idea, but hurling a flamin metor is just plain cooler...either way it's still useless u
Hmmm....I wonder if the phasejump destabalization can stack.......with 4 (The max, check in the beta 2.0 changes) that would be 120% hull loss to every ship that passes through the sun......................................[e digicons] _>[/e] [e digicons]}:)[/e]
I know what you are talking about, though I never personally have had the AI leave a capitalship at a world and retreat the rest of the fleet but it does annoy me when the AI will run despite having greater numbers, and you literally cannot battle the AI without pushing them back to their homeworld, even then you have oodles of time to build a stronger fleet, or a superweapon to wipe them out with. It would be nice if the AI had a more intelligent means of deciding if the risk of stay