I've been playing diplomacy for a few hours since it was put up and am in a early midgame against a normal AI and was wondering about the pirates. I was under the impression pirates would be seeing some significant alterations with the expansion pack, however all I've noticed is that they have bigger fleets. Are there plans to add updates to the pirates later in the beta, or is this more or less what we're going to get?
Alluceanot
Here's my suggestion for flagships. The flagship would start out like a regular capship, however, its max level would be 12 and it would be able to level its super ability up 2 levels. These upper levels would only be available at level 11 and 12 so early fleets wouldn't see too much difference. Each race would have a choice of 3 of their race's capital ships to use as a flagship, with each races' battleship always being available, and 2 of that races more iconic ships (Ev
While not specifically related to the content of the diplomacy pack, I think once the next expansion comes out there needs to be a way to manage expansions similar to the current way to manage mods. You should be able to open one game and from there select which expansion(s) you want active. Without something like this, I don't see how you can have both Entrenchment and Diplomacy content enabled without making Entrenchment a requirement for the second pack.
Since Entrenchment's release, Impulse rolled out phase 3, with lots of nifty features such as the Impulse overlay, among other things. I was wondering if there will be a patch before the next expansion making Sins compatible with these new features? Sorry if this has been answered before.
In the case where you were allied with multiple AIs, the game would keep going until no faction is at war with another. More than likely two of your allies were at war with each other.
The Vasari starbase is not able to move through wormholes.
I hate the zoom to cursor option and always have it disabled. From my experience selecting a shit does NOT cuase the camera to automatically track that ship. You have to select it twice or press space bar. However I'm not sure how the camera behaves with zoom to cursor enabled.
double post
A few things concerning bombardment of planets, some of which have been mentioned. There is very clearly some sort of permanant human population on each planet that is never completely wiped out. Vasari do not significantly populate planets with their own people but rather enslave the local populace, which indicates that people are not killed completely but bombed into submission. Furthermore, from a fluff perspective, how would culture prevent a planet from being c
The Devs said they backported as much as they could but too much in Entrenchment is simply not compatible with Vanillia Sins, including several of the AI updates.
Any sort of occupation should also have a negative culture effect on that planet. The local populace aren't going to enjoy being under the enemies control.
Under the TEC defensive tech tree, the Improved Destabilization research refers to the Orkulus starbase rather than the Argonev. Also, the Icon for Auxiliary government looks a little out of place for TEC, it looks like the Vasari colony pods research, or at least the style is very Vasari like and and doesn't fit TEC. Other than that awesome its released!
One of the biggest aspects of this game is reducing the effect micromanaging has on battles. Making someone babysit a retreating ship is completely against that focus, and I doubt its intentional.
From what I understand don't channeling abilities override all other auto moves? I've never seen any ship stop channeling an ability without me giving it another orderl, even with enemies nearby.
It seems to work buggy even when you leave the Marauder sitting there. My fleet sometimes won't recognise the phase node where a marauder is (even when the planet's infocard says it has one) and I can never get a fleet to move from a phase node created by a marauder to another phase node.
What about capitol carriers who have special abilities as well as squadrons? Without the squadrons, the special abilities aren't too amazing compared to other cap ships, but squadrons by themselves don't mkae them too much better than the cruiser carriers until high levels. They would be using way too much antimatter in a battle to be effective for more than a few minutes.
Somehow strikecraft are able to escape the Argonev Detonation. Annoying little buggers.
The Entrenchment expansion added 3 new artifacts. The only one Ive seen is Organic Planetary AI which globally icnreases planet population and growth. However, there are a total of 12 artifacts now.
I still see 2/4/09
A bank is basically a single weapon Hardpoint. For the Kol, each autocannon turret is a bank, the 4 beams together are a single bank, and the 3 stacked cannons on the side facing forward I believe are a single bank as well.
On a somewhat related note, I had a planet with "Solar Proximity" bonus that was furthest planet from the local star in that system.
In one post I see people saying Vasari are horribly OP because of their moving starbases. Next thread is about the huge disadvantage they suffer from not having anti-structure ships. I wonder if maybe Vasari are just not meant to be completely analogous to the other races point for point? Make sure to read the above statement with a tinge of bitter sarcasm directed at the people at either extreme.
Well it might be that the Vasari can't be quite as competitive economically with their starbase as other races. How much do the TEC tradeports bring in? Also the neutral tradeport link is very important, as a starbase is the only way to complete those trade routes and that is very valuable.
Just to point out the Argonev self destruct is absolutely devastating. If a fleet is attacking a TEC starbase head on and the sb owner decides to blow it up, that fleet is dead. No time to react, no way to know if it has the ability. Just instant mass death and some fireworks. At lvl 2 only Capitol ships and squadrons will be left.
The Advent and Vasari have minelaying ships that you'd have to send to enemy planets to build mines there. The TEC can only build in their own gravwells.