a big freakin BUMP so you do not forget this as it keeps pissing me off. By the way, I played this save for another half hour and planet peleus still refuses to accept any form of phase stabiliser. By the way two, ANOTHER face of this phase stabilisation BUG: The bulk of my fleet (again, double tap 1 to locate it) is positioned near asteroid named I-was-so-enraged-that-I-turned-the-game-off-before-I-put-that-name-down, which IS MINE, HAS STABILISER built,but IS NOT C
N3rull
I would say : stay away from sins if you like empire building in single player. This game does NOT even have a CAMPAIGN MODE (YET, check in after the expansion(s)). Do not get me wrong, Sins is a [u]SUPREME[/u] game with outstanding amount of great new ideas and gameplay enhancements*, but in single player it all comes down to :build this that 'n that, attack closest asteroid, continue with one of a few possible builds, defeat the enemy, rinse repeat. There simply isn't m
Space IS pretty much empty. The average density of the whole solar system is less than 0.00001 that of air. You have a false idea about things because you seem to have grown on science fiction stories and games. The truth is that there is very little condensed matter in space. If there was a lot of asteroids and all that crap you think there is, tell me - why are we capable of looking and seeing things (stars, galaxies, quazars etc.) BILLIONS of kilometers in every direction, unless we are lo
It will NOT be easier to sneak in, unless you jump from behind a planet. Otherwise, it would be a matter of simply mounting enough cameras/detectors around the platform/base/whatev, as you will be easily seen from millions of kilometers away. People are not going to detect things with their eyes you know.
Yea, good idea. A small box showing a list like this: First - kill missions: faction that gives the mission - symbol of what to kill - symbol of the faction that has to lose these - number of things to kill - time remaining. second faction - second symbol of thing to kill - second loser's symbol - second counter - second timer ... then - give stuff missions: quest giver faction - what to give - how much of it - timer ...
To hell with hitting asteroids. Maybe even the cap ships need a hug at times. What I hate about current pathing is when I order my ship to intercept some other ship which is roughly behind it and my ship rushes the other way instead ;S.
The idea behind my suggestion is not the shield mitigation, but because the damage is reflected as it is - averaged every 2 seconds instead of dealt immediately at the moment of impact (like in Homeworld series for instance). Ships live longer than they should only because the game doesn't tell them fast enough that they've been dead for the past 1,5 seconds. When you attack 50 targets one by one, this makes the fight roughly one minute longer than it should!!
I dunno how anyone could think about something else than mines. Extractors are Extractors, mines are mines. Wth. Anyway, it would be better if mines were small and in "clouds", not few big balls. Instead of making one ovesized mine, I would suggest putting in a little cluster of five (or so) much smaller mines. Those small clusters would blow together with exactly the same effect, would be considered one object but would give it a more realistic f
[quote who="Grubsnik" reply="14" id="1908023"]If you have 1000 dps incoming damage. The frigates will last 15 seconds, doing ~750 damage before dying. The cap ship will last 7 seconds, doing 700 damage before dying.[/quote] Utterly wrong, because you did not take this game's damage calculation system into account. The cap may last for 7 seconds, but the frigates will last for way longer, because damage is not calculated instantly, but averaged every 2 seconds! Every sin
Very nice idea. There would be a place for that button in tactics menu. Also, I would love to see a "spread fire" button. It would be a multi option button that would circle between the following states: - standard - ships attack as they do now. - focus - ships will try to focus on a single target. If a player orders a cap ship in the fleet to attack an enemy cap, all ships with 'focus' set will shoot that player's choice. - 50:50 - ships will try to divide their barrag
Generally, when a heavy ship is ordered to MOVE to a point behind it, it should rather TURN first and THEN Accelerate, instead of accelerating first and then starting to turn. These are warships with masses counting hundreds to hundreds of thousands of tonnes, not sports cars on a japanese drift contest.
This minor bug is quite common and easy to replicate with a few ships of any type and a Marauder level 1, or even the marauder alone, so I don't submit any screens or stuff. The thing is, when you order your ships to phase jump, they select the nearest point of departure, head there, point their noses to the target planet and initiate a phase jump. Ideally, when affected by Distort Gravity, the ships should calculate their current speed, acceleration and maneuverabil
Please do not download the file unless you want to host it again (or unless you are a Dev and willing to fix the bug ;) ). It's limited to 10 downloads and I do not have time to waste on submitting another zillion accounts on filesharing sites and have my mail acc spammed later on. Anyway, to witness the bug, please download the file (sorry for the whopping 10megs, it's the 14'th or so hour of a huge map game. The bug occured a few times before, but only yesterday
I don't get it, how could a Kostura possibly make you lose a fight? It disables ships for 15 seconds only, this is not enough for a small fleet to eradicate one twice as big. no way. And buildings? Yeah it disables buildings for 3 minutes or so, but then again, wth? No phase stabiliser, awmygod, big loss. No repair bay, awmygod, big loss. You should wipe him anyway, especially that he just somewhat handicapped one of your 10 planets. I don't get it. To me, the kostura is quite an irri
First, if fighters would ever make it to space combat, then NOT with a pilot. People are too erratic in their judgments, too slow in their thinking, and would have their spines broken with the first turn attempt. Seriously, they would be way too clumsy. Either way, space is just too open for fighters - one fast computer controlling a strong laser (like the ones Americans are experimenting with, regarding anti-nuke protection, but it may be a thousand times stronger with enough energy, an
[quote who="PoppaWedge" reply="25" id="1926015"]Seriously, I'd love to have a Vasarri scout ship that could jump into a gravity well and create a phase node that would fall apart after 5 minutes or so (even if the scout whip was destroyed) allowing a Vasarri fleet to warp in from anywhere.[/quote] That would be awfully overpowered. being able to jump around your planets is enough of an advantage, having a cap ship with this ability is even better, but one should definately NOT be able
Yeah, I hope the patch is released eventually. There are bugs to be fixed for sure, like the phase stabiliser issue, distort gravity ability issue (group-selected cap ships sometimes do not accelerate when affected by distort gravity of marauder cap, but will go faster if you select them one by one and give order), or vulkoras dropping siege platforms when the planet is out of their range. Well, at least those I managed to notice after one week of playing exclusively as Vasari
I believe there will be no fighters if mankind ever witnesses space warfare at all (we seem to be doing everything to become toast way before that). Hell, I think there will never be any "frigates" or such crap. Only mobile, (almost) crewless weapons platforms and 'colony ships'. The thing is, we're well on our way to finding the best methods of making things ridiculously tiny yield energies beyond understanding. Nuclear energy, Fusion energy, maybe Antimatter. Maybe even energy zero,
Let's be honest. When you eventually break through the last really challenging encounter, there is nothing more to focus on. Should there be? Not really. After all, this game is about defeating the enemy, NOT building a fancy lookin' orbital sim(n) city. I think tweaking the AI behavior in face of defeat could help. Make the AIs auto-surrender when you really are nowhere near defeatable anymore.
Homeworld series as well as a fair share of other space rts games had "SHIPPIES" which went by the name of "Corvettes". They were basically a mix of a fighter and a frigate, tougher than fighter but less mobile, still not a sitting duck like a frigate. I do not think SoaSE needs them though. What I would welcome in SoaSE is a way to interfere with enemy phase jumping more. I mean, it is too easy to hop around, doing hit and runs. Entrenchment is going to focus on fortifying thing
I simply love the Sins interface, so many innovative functions that truly help you organise and move your forces (like the bars near every planet that allow you to cleverly select all combat ships/strike craft/non-combat ships with one click; or the fact you can simply box-select 50 planets and build fighters on all of them). Still, some improvements could be welcome: - Finding and/or selecting all buildings/ships of a certain type. It is available for scouts and colony ships,
There is more to this bug. Just now I had to move the bulk of my forces from a just-ravaged enemy planet (not yet colonized - deep behind the frontlines and used-to-be advent, so culture sayz fu...) to a planet of mine that became under wtfpwnageous attack. I have a colonized afteroid near my forces, in the opposite direction from the target planet however. Here are the details: Planet X - my forces are here, it is neutral, no structures or enemy forces. Aste