I've been reading the posts in this forum and think I have a pretty good understainding of how modding the text files at least works. However, their are a couple things I've wanted to try that I thought I'd ask first. 1. Can you have ships be built from buildings other than the cap and frigate factories? Say from a trade port? 2. I know trade/refinery ships are concidered frigates, but is it possible to make abilities that only affect them, and no
GoaFan77
[quote who="Overthrow" reply="15" id="2110343"]sorry to jump on ths bandwagon but it was to tempting, UR A MORON, first off the visari and way overpowered in late game, theres nothing like watching an enemy build up a choke point just to have it routed from behind, also the vissari fleet if built properly will move fast hit hard, and take a small pounding. to use the vassari u have to have an assaisins mind set. The advent, well the advent have culture sheilds and pretty powe
Beg IC to but the beta code back in and make it applicable to frigates and cap ships, you might just find they'll put it in their for you. You might have to wait till the next expansion, but its better than nothing. If your really lucky you might be able to get ahold of the beta entity files and be even luckier if the code still works (or at least that line).
Scuttle all of your resource structures and challange yourself to win the game with what you've amased. It will also encourage you to win faster, as if you leave your enemies alone for too long they might catch up to you.
[quote who="Longasc" reply="12" id="2107358"]The Monk, I share your feelings. Something is just not "right" about ETW. I also think that the Total War series found the right era in the middle ages. In Rome, Cavalry was still dominant, which annoyed me a lot. I must say, while I like Medieval 2, I never ever got so many pitched, exciting and tactically challenging fights as in Medieval 1. The Sieges were horribly bad, yes, but the tactical battles were much better. There was also a
[quote who="FearlessDefiance" reply="5" id="2106815"]TBH I'm running it on a Nvidia 7800, pentium 4 1.66 ghz, xp sp3, 1.75 gb ram. I knew going into it that my system would barely (if at all) run it, but I plan on getting a new one soon anyway. So far though I just have occasional crashes. Kinda laggy now that I'm getting up there in the years though. I can have medium settings, but i put mine on low since I keep the camera zoomed out anyway. I haven't played it much, TBH. I got on
Is this for entrenchment or Vanilla sins? And awesome job in advance. [e digicons]:thumbsup:[/e]
[quote who="cotwell" reply="6" id="2106553"]did they nerf the repulsion ability, btw? it doesn't seem to be quite the bitch-slap it used to be...[/quote] If you haven't played sins for a while, yeah they nerfed it. It was a little while back though.
Do you think the card is the problem? I've heard people complaining with graphics cards much better than mine saying the game wasn't very responsive. Though I'm sure it doesn't help...
You guys are so lucky, my framerate on this game has made it near unplayable. What is your specs? My graphics card is in the lower range (Nvidia 8400 GS), but I've got more than enough RAM so I don't know why its been so laggy. For some reason the battles tend to run better than the campaign map, and changing the graphics settings does little to change anything, for better or for worse. Did you guys have to do anything special to get it running correctly?
[quote who="Howdidudothat" reply="3" id="2106196"] BTW, Astax, for the record, that was the most awesome planet setup I ever saw for refineries: 1 dessert connected to 4 gas giants with 3 extractors each.[/quote] I'm tempted to to calculate the odds of that happening in a random match, but I know I'd leave out some variable or another that would make it even more unlikely. [e digicons]8C[/e]
Upgraded planets already take forever to destroy without alot of wasted resources with siege frigates, why would you want it to take longer?
Well, a cobalt light frigate won't beat an upgraded cobalt alone either, whats the point?
Advent is my favorite factions, and I assure you, they are not nerfed. You've just got to use them right, which is really what SINS is all about. 1. Is that a new change? I remember building one next to my "culture gun" (can't remember the name) and it would restore its AM. Either ways, it can be very useful on very hot worlds where you have a fleet more often than not in orbit, as extra AM to a cap ship (especially mothership) and gaurdians greatly increases the survivability of your
I'm not an expert on online play either, but I expect even if the multiplayer community is lacking, the new expansion, which seems to have alot of new game modes, would bring alot of new and old people to multiplayer. I'd say get this game anyways, sense you don't want to have to learn everything while everyone else who already had sins gets to try the new modes as soon as they're out.
[quote who="Blair Fraser" reply="14" id="2105229"]That was in reference to the future, not the next micro expansion specifically. Even then, it's not a sure thing.[/quote] Well, if you decide to do it, it will be awesome. Any little thing to trick out my cap ships is always welcome. [e digicons]:thumbsup:[/e]
How did you lose, economically or militarily? Some loose pointers. 1. Build Space egg as first cap ship and let it start getting XP on militias around neutral worlds, colonizing as you go. 2. Vasari have a combined Crystal and metal increase research, and I think you can get a max 40% bonus. Taking advantage of this, alot of players focus on getting these resources and then sell them for credits rather than focus on trade, which it takes them awhile to get.
[quote who="Blair Fraser" reply="9" id="2104994"]There will be no new playable factions in the next micro-expansion. It doesn't fit the theme and since we are only charging $10 it wouldn't be cost effective on top of everything else that's being added. As I said in the interview, its about diplomacy and non-military options.[/quote] Completely non-military? Did anyone else hear in that phone interview that they would be doing something to make cap ships more customizabl
Vasari have an easy strategy for any advent fleet. Research max phase missiles and then send as many phase missile units (including strikecraft) in the direction of their fleet as possible. Problem solved. [e digicons]:thumbsup:[/e] For TEC, its alot harder. I wouldn't expect to win 1 on 1, just make sure your econ is better then theirs and use numbers to your advantage.
Guardian 1. Not really, though you could form a fleet of your guardians so you can use a hot key to select them, and then just hit the button. 2. Each ship can only have one guardian shield buff at a time. However, multiple guardians will cover eachother, allowing they to take some of the damage for the first gaurdian. However, you'd need to be in a massive battle to ever need more than three at once. 3. A fleet with about 1000 fleet points can fit inside a guardians a
I don't know how you play, but I've never had a problem securing an alliance with at least one player on any map with at least 4 players. Maybe make sure you're playing with even number of players so that your more likely to find someone to team up with?
[quote who="Dargoon999" reply="3" id="2096298"]If playing TEC, try building Trade Ports on most of your worlds, If playing Advent, do the same as TEC but with broadcast centers (they increase the alligeance % level, giving you more tax income), For Vasari, matter processors are the answer (you can have more credits by selling your metal/crystal).[/quote] How do you play advent? Unless the game you're playing has some serious culture wars, one broad
You might have to make some ships have better stats to make up for some changes it tactics, Illuminators will be rendered near useless now (as will the entire advent battle ball). The Vasari ability that allows for engines to stop to increase phase missile damage will also have to be changed. And will repulsion field still work? Either way, great job, I'm sure you'll figure out a work around or make some way to make all of the ships balanced. [e digicons]:thumbsup:[/e]<
[quote who="sirrealizt" reply="7" id="2090048"]This is good. I'd also like to point out that I won't have 16 caps all at once. The fleet will grow as I can get them built. This means that the early caps will have a LOT of XP, since they will be getting all the XP. By focusing almost all my resources on caps, I can pump them out faster than the AI. I will also have lots of money to spend on buying levels for the caps. Right now I'm about an 1-1.5 hours i
30 squads of fighters can rip apart a LRM line, and 30 bombers can chew through a Cap or starbase without too much trouble. When you're facing over 30 carriers, you'll see why they are so controversal (play on hard and you might see it with the AI as well). And really the carriers are hard to kill and they will always run around or hug support ships, so destroying them is actually a time consuming task even when all the strike craft are destroyed.