I would be ok with them using superweapons as a last resort or as a particular AI-personality type (fortifier most likely). I'd still like to face good , old fashioned, frigate spam sometimes too.
stein220
it's worth noting that the novalith is considered a superweapon, but Wail of the Sacrificed is not necessarily. While you can activate it to make use of population you are about to lose anyway, there are, however, other circumstances in which you might want to initiate Wail of the Sacrificed. That said, the concept of a population resurrection tech is a cool idea and would synergize very well with Wail of the Sacrificed.
i took the corsev out again last night. tried micro-ing differently and didn't get anything. I left it on autocast the rest of the game and didn't get anything. It doesn't immediately launch boarding parties at healthy ships like I've seen, but at level 1 it didn't seem like the 35 dps on the targets infocard lasted for the full 10 seconds.
[quote who="Oddvoe" reply="32" id="3132966"]Hmmm... I've been mashing this problem in my skull and I think I've got an idea. What if the DE had an effect on the allegiance of the planet that it hit? Lets say it reduced current planet allegiance by half. This would provide a noticeable economic effect on planets that have culture towers and allow the DE to be somewhat resisted, but not fully resisted. The advent would also have the
Don't forget about the Corsev.
you do have the option to "Keep Playing" when you win so you can mop up the defenses.
[quote who="137" reply="15" id="3132642"] Quoting Admiral_Kiernyc, reply 6 "Fixed fortifications are a monument to the stupidity of man" -- General George S. Patton Fixed fortifications have an offensive purpose: they are intended to make your opponent send more forces at them to overwhelm them, thus distracting his attention and resources from the place where you want to attack. That's what Napoleon did at Austerlitz fortifying the Santon, infact.[/quote] you can
While I do see it work on autocast, I actually didn't realize that the ship had to be "killed" by the ability and if another weapon did it, the capture wouldn't work. Since it sometimes sends the boarding party at ships with full health, it won't capture them every time. So I've been focusing some fire on ships I want and trying to send the boarding party at the right time but they've just been blowing up. I may see if I can then have them focus
does the domina have an arc in which it is considered to be facing its target or does it have to line up exactly? (is such an arc possible?) omni-directional might be too much like the hoshiko but if it could be a wide, forgiving arc, that would still be in the spirit of the ship but perhaps make it easier to use.
novalith warheads don't move terribly fast and you are alerted when they launch. if you have one heading to a borderworld, use Wail of the sacrificed before your planet is nuked. hopefully, you have enduring devotion on it when you do this.
there is the random map creator... it would at least be nice to have militia strength be in proportion to a planets resources, so I don't have to fight through 7 or 8 ships just for a 2 extractor planet.
if it's optional?
[quote who="Starglide" reply="67" id="3130935"]I'm new to Steam, and I'm trying to figure out how I get the update. Does Steam handle that automatically?[/quote] Yes, it should. In your games library, right click Sins, go to properties, and then updates and under Automatic Updates, make sure the drop-down says "Always Keep this game up to date".
Given the upcoming novalith constraints, I would request that autocast be turned off by default for its firing ability. TEC Loyalist players will need to be more strategic about that first shot if they are going to rush them. It seems that the new novalith strategy for the loyalists may need be to a) turtle b) get the novalith early , and c) follow up your shots with an invasion fleet. The shots won't necessarily have to be at border worlds, but they will need t
light frigates?
could there be a general build queue volume setting in the audio options?
teaming scouts with flak can help speed up the mine clearing. edit: I thought the massive mine behavior was fixed in Diplomacy. Perhaps an alternative to disabling mines would be a lower limit on how many can be placed in a gravity well so you have to be more strategic about where you place them. I actually observe the AI doing this, placing mines around key structures. Would 5-7 mines fields be reasonable? Has anyone tried something like this in a mod?
I've seen this too. titans do act strangely and sometimes they think they are in range when they aren't. I often take them out of fleets and micro them separately because of this. FYI, a Sins fleet is a group of ships that you have grouped together and set one as the leader, so when you click on the fleet icon above the leader ship, all other ships in the fleet are selected. Not everyone uses this, but it can be convenient. Engagement range is a set o
All this talk of probability made me wonder, if the dev's can't fix the techs with probabilities, maybe the Return of the Fallen should just activate on every 10th or 20th cruiser you lose (similar activiation for reanimation) depending on research level. It would be more predictable and we wouldn't have to talk about gamblers or fallacies. But perhaps Sins wouldn't be Sins if you didn't have deceptive percentages and fuzzy math.
[quote who="Greg30007" reply="7" id="3127559"]I think pirates should attack all players that have bounty on not only highest one and with force proportional to the bounty players have on.[/quote] yes. While cutthroats do go after trade ships, i have never seen pirate corsairs just alternate between attacking defense platforms without destroying them. having a starbase up for a low level raid works fine but large raids can get ugly. These days, having pirates on i
[quote who="Volt_Cruelerz" reply="11" id="3127127"]What exactly do Return of the Fallen and Reanimation do? From what I've gathered, RotF sounds like the one that is supposed to make dead ships reappear at your homeworld whereas reanimation would revive them in the battle itself. I've also heard people talking about clones of ships or gaining control of dead enemy ships? I'm also not clear on what Mass Communion does.[/quote] Someone correct me if I&
Did you have roughly the same number of planets as the AI (assuming a 1v1) and did you get your culture up as early as possible? You can eco as advent somewhat if you expand and get culture out quickly to raise your income and make it easier to get trade ports up. then you have to use your military to put pressure on the enemy. While the differences aren't as clear cut, I'd say that the advent rebels might be slightly more conducive to turtling (or at least slowe
[quote who="Yottsu" reply="19" id="3126598"] Quoting Teun-A-Roonius, reply 18I have to love it when the TEC Rebel Titan responds to an attack order with "Eradicate those filthy rats!". The first time I heard that I couldn't stop laughing. I get a warm fuzzy feeling from one of the ALT's attack quotes - "Their worlds will burn in the Unity's flames!" I hope that this does not make me a bad person. [/quote] that warm feeling is from
i can see how bombers would be helped in that case and they certainly don't need any help. a number of other tweaks would need to be made like ability effects and durations (especially for support caps) to maintain the balance, which is an issue now without other changes.
What if we had a rate of fire/healing speed setting in addition to the other ones like ship speed, income, research, etc. (maybe throw in AM regeneration as well) It might make games go by a little faster if battles (especially early expansion) could be resolved sooner. Im thinking that the current rate would be considered "normal".