Lucky bastard! :)
accipiter0600
https://forums.sinsofasolarempire.com/331805 Accipiter
No rushing here. Games typically last 2-4 evenings with our dedicated group. We've started playing a little earlier. https://forums.sinsofasolarempire.com/331805 Accip
We won't bite: https://forums.sinsofasolarempire.com/331805 Accipiter
I think we are looking at a 2 vs. 2 vs. 2 vs. 2(team ffa really) game for out first one, assuming we get 4 people who can play at our times consistantly enough. Or Maybe a 4 vs. 4, but I think our group would totally suck at that.
When the Entrenchment Beta comes out we'd be happy to play an un-modded game. Until that though, we would like to keep to our mod. We'll post a link soon for our Mod. We are currently finishing a long FFA.
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
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
Anyone notice multiplayer is really fast on normal speed settings? I can't spend the resources fast enough.
Just updated to version 1.096 and I cannot pause in multiplayer. Is this intentional?
Anyone know how to send private messages to only one player in the game?
-Repulsion is now a channeling and interruptable ability. What does this mean exactly? many thanks, Accipiter
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.
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
Thanks for the information. I'll stop trying to figure it out then :)
You should play with my group(all family), but expect games that take a couple of sessions to play.
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. <
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
Doesn't seem to be very effective unless you have about 4 of them to really soften up defenses etc... Compared to the other factions super weapons, it really doesn't seem worth it. Comments?