@Darvin3 Okay. LF fleets are more of a rush strategy then. That would make more sense. The "winnable" fleets I had come up with always lost all LF and at least one light carrier. It works but I'd be better off with LRMs and carriers. I can see kiting the LFs but then why even have LFs in that situation. The only full win was a 7 carrier spam againt a 25 LRM spam but that's rather obvious. A carrier spam can be countered with only 5 flak frigates. It will lose one flak and 5
mbar8
I've seen a couple of posts where people have said they favor light frigates over long range frigates in multiplayer. Even going as far as to say they hardly ever research LRF anymore. I certainly see the value of LF over cruisers as they are very strong against them even before their antimatter steel/sabotage/interference is researched. The problem I have is I can't really come up with a plan that can keep the LFs in a fleet alive against LRMs. I've tried different combos of LF plus light ca
Fighters. If you want to protect a starbase from anti structure ships youe need fighters.
It's called Point Blank. Build Mazra, go next door and destroy. Build second Mazra when able. You win and get the achievement. My guess is turn quick start off so as not to get the scouts. One thing to note. Start one crystal extractor and one metal extractor right away at your home world. You start earning metal and crystal even before construction starts on the extractors. Cool huh?!?
I am hoping for an expansion that adds one or two additional races or factions of existing races with different tech mixes.
[quote]It seems to me that this ship is a pile of junk compared to other ships without missile barrage (its the first ship to go, every time in any large CPU ffa game, whereas Kol battleships just seem to dominate in comparison)[/quote] Funny. For me it seems it's the Kol that is always first to go. Anyway I think what it does is shoot 20 volleys that each have 150 damage per unit. Take the Mazra into the pirate base with missle barrage. Don't auto cast. Wait for them to gather into t
Tick tock tick tock. Waiting for the Impulse release. The ultimate version that is.
[quote]So, I've seen it said several times on the forums to turtle in and limit initial expansion. It seems like whoever has the most planets has the most resources and will be able to survive longer. So, how many planets is considered "modest" for expansion's sake? Rather, what's the (in your experience) minimum number of planets/asteroids to gain before starting entrenchment?[/quote] I try to pick the area I would like to control. I expand my boarder to about 1 or 2 jumps, fortify t
Also Darvin3 made a good point that all resources are infinite in Sins. They do not run dry so it only makes sense to raise the upkeep and leave it there. EvilroN is right too. You need the infrastructure to even begin to make the ships and that costs resources too.
Nexus is available on Steam for $9.99
[quote]I couldn't imagine playing on all settings slow, and the prospect of a 100+ hour game is frightening...[/quote] Ha. It was madding at times. I wanted the extra time to be able to think and stratigize but I don't think I will play on slow again. Especially research.
Good to know. If you get into a battle while researching a fleet upgrade. Don't get into a negative fleet supply if you want your ships to get replaced.
I expected I would be able to research the next two fleet upgrades and queue the factories to build the ships. I thought as the fleet upgrades became available, ships would begin to build. What I had was 64 HC queued to build (10 fleet supply each) and 2 fleet upgrades researching. Each upgrade would add 320 fleet supply. My fleet supply was a negative 640. But when the first upgrade was researched then the fleet supply became -320. I expected at least some ships would begin to
I queued the last 2 fleet upgrades. I then selected frigate factories in separate gravity wells to build Heavy Cruisers. So fleet showed a negative number. The first fleet upgrade kicked in but nothing built. I deselected the heavy crusiers from one gravity well until there was no longer a negative number in fleet supply. After that they began to build at the other gravity well. I thought okay, fine, now that they are building I can queue the other factory and then they will begin buildi
TOS was and is my favorite. I can still watch them. TNG I loved when it was on. I also agree it had a good finale. That said I can't watch them now because it seems way too cheesy. Enterprise. I really liked the idea and was with them until the Xindi arc. The direction of the show just seemed to be a version of TNG only on a smaller ship. It's too bad because I liked the direction of season 4 where they explored the origins of old cannon like, why didn't early Klingons have fo
I've read that a ship editor is not going to happen. It'd be great but I can understand why not. Still it would be an interesting feature to be able to have basic units types like frigate, crusier, and capital ship and be able to adjust attributes on your own. For example you would be given 10 point and be able to add points to catagories like speed, armor, shields, weapons, special ability. You might get 5 open slots in each catagory so you might be able to max out 1 or 2 attributes but neve
I'm just getting finished with a game as TEC against 4 hard AI on a random map that is almost 12 hours. This is the first time I've ever had almost everything researched and all the cap ship and fleet maxed out. I tell you those Vasari have almost magical abilities late game. And other threads would have you believe the Mazra missile barage is an unstoppable, automatic game winner. It isn't. I fought long and hard replacing many HCs, Hoshikos, and LFs to win. All settings were
This reminded me of the scene in Babylon 5 where the Centari were bombing the Narn home world. They were only using chunks of astroids but the effect was the same as a nuke. Which also reminds me of the Tunguska Event in Russia 1908. A 5 megaton explosion, no radiation. Probably a comet or astroid air burst. So deliver enough energy and the effect will be similar. I'd imagine that a beam super heating the atmosphere would
[quote]make the brute a salvaged Kol, i.e.: no beams on the front(replace with autocannons?), only has flakburst, no squadrons(make the launch bays look damaged?)[/quote] I can see that! And all kinds of nasty looking spike all over it! No beams, just auto cannons and the 3 cannon laser on the launch bays. [e digicons]:drool:[/e] REAVERS!!!!!!
Is there a estimated PC spec requirement available? Looks interesting enought to pre-order if my pathetic laptop can handle it. (or now is my excuse to upgrade [e digicons];P[/e] )
They look and sound so powerful (buff) but start at only 8 DPS?!?! [e digicons]o_O[/e] Same with the beam weapons (buff). I made a quick and simple mod that increased the Kol beam weapons x10. It was beautiful. [e digicons]:')[/e] It sliced and it diced.
Two ways. Go to your account in the Sins forum or to your account in Impulse in the fourm section. Click on My Account. Then click on the Registrations tab. Your list of games and CD keys will be there. Select the CD key text and [ctrl][c] to copy the key. Then open Sins and the online mulitplayer to setup your account. Click in the CD key box and then [ctrl][v] to paste your CD key.
[quote]Instinctual* (My pc is not letting me edit for some reason.)[/quote] Try [ctrl][F5] with the page you want to edit open.
DANG! I got rolled! [e digicons]:D[/e] I'm a replay whore.
And Janeway. (flak) It seemed she always had to remind everyone every other episode "Hey I'M the Captain." (flak)