accipiter0600

accipiter0600

Joined Member # 3328194
10 Posts 9 Replies 565 Reputation

My family and a friend(6 total) have been playing SINS for a few months now and play twice weekly around ~7:30pm-~11pm PST on Tuesday and Saturday nights. We are currently playing Entrenchment with the Bailknights mod. I'd say we are all intermediate players(except for one new player who is getting up to speed) that prefer to build up balanced fleets over spamming large numbers of single ship types. We also play with the settings se

47 Replies 78,530 Views

I agree with Snazzed and Prancey; Most of the games I see available are ones that are on mostly fast settings. I prefer to play a more relaxed game where I have to seriously think about how to spend my money and suffer the consequences of it. Fortunately for me, I play with 3 other people that feel the same way twice a week, so we can have our long games and count on each other to be there to continue the saved games. Anyone interested in gaming with us shoul

438 Replies 1,205,613 Views

Should not the retreating fleet be free to jump once the cannon hits the planet and disables the inhibitor? As it stands, if you try to phase jump before the cannon hits the planet, it will still take you much longer to jump despite the inhibitor being disabled. At the moment, the only work around is to initiate phase jump only AFTER the Kostura cannon hits the planet. Perhaps this is intentional.

2 Replies 1,532 Views

Anyone know how the computer prioritizes attacking of opponents especially if there are multiple human teams? Do they go for the highest ranking player, or the lowest? Thoughts? Many thanks, Accipiter

1 Replies 7,358 Views

I am trying to make adjustments the the Vasari Returning Armada ability so it cost resources like the Beta version(1.095) does. I believe the file that needs to be edited is the AbilityFleetBeacon file, but I cannot find the correct string to add to make it work. The beta version makes the Returning Armada Ability cost 2500 credit, 150 metal and 500 crystal everytime it is used to summon ships from each individual phase gate. It no longer costs antimatter to use. <

2 Replies 4,234 Views

I am trying to make a mod that implements some of the Beta 1.09 changes to balancing. The Beta 1.09 mentions some changes to the Vasari "Returning Armada" tech as follows: -Returning Armada: -Now costs 2500 credits, 200 Metal, 500 Crystal to activate. -Fleet sizes summoned increased from 25-45 to 45-90 supply. -Cooldown increased to 10 minutes at all levels. -Phase Stabilizer

1 Replies 2,381 Views