That 5v5mixed was just evil. I really like chaostheory. He's a fighter. I couldn't believe he took on your homeworld and got so close to destroying the starbase. I really don't think the folks at IronClad had this in mind when they made Entrenchment. You were dug in pretty deep. If the game had not been called it would have taken way too long. I don't even want to know what you said to get those two so target fixated. *That Mazra leveling up just from strikecraft death. Flak w
mbar8
[quote]By the way, i dont think marza is overpowered, i just think the other are underpowerd.[/quote] Amen. DO NOT NERF the Mazra or the Swiss Army Egg. BUFF the other caps!!!
[quote]Another note, a cool idea: a "fast" game, where when you start, you already have 5 planets, fully developled, a mid size fleet and about a 3rd of the reserch compleated, or have a points system where you can do a quick setup, spending points on stuff (every one would have the same points) then start.[/quote] That would be great! A skirmish mode. I would love to select what ever units I wanted and send them against each other for a quick battle!
[quote]2. Forum search is now working.[/quote] Hallelujah!!
Bump: I was exploring Advent and the Revelation battlecruiser. Reading about reverie I thought "wow you could hit a cap with it and deal about 900 DPS before it could do anything." I excitedly cast it and oh, guess what, you can't focus fire. LAME...LAME... LAME!!!!!!!!!!!!!!!!!! Good GOD these measly little abilities on most cap ships are getting REALLY annoying. So reverie is basiclly armistice but on only one ship. I know, I know , there's
I mostly use my 2006 laptop which runs it pretty well. But the other PC I run Sins on is a Dell GX270 with the 82865G chipset. It runs sins pretty well but there are a couple of glitches. 1.) Planets, except astroids, don't look right. The planet is translucent. So it looks like a colored cloud you can see through. 2.) The ships look fine but lack the reflection quality and the team color is never rendered. Other than that it looks fine. In Effects settings I turn
[quote]I had the same sort of idea Ryat speaks of, i.e. on an exceedingly small map where you start out right next to each other ("point blank" type maps), a strat of not expanding at all, rather just pumping frigs and attacking, might be viable [/quote] This stratagy works on Point Blank. I do it all the time even on hard. Haven't tried unfair. I've also done this on Quickstrike. Build cap and frigates (or another cap) Rush. Kill cap ship factory, frigate factory, constructors, cap s
The scouts are maintaining speed when fired on. It may have been the size of the fleet that slowed them down. I should have reproduced the issues before posting.
Also be aware that demos may install SecuROM or Starforce on your computer without telling you. *edited per Sole Soul (you're right)
This does sound good in theory. If this works you could download from any distributer; Best Buy, Amazon, Impulse. This would be great. Seems like the competition is heating up. Steam announced their new CEG system too. http://store.steampowered.com/news/2372/
I thought maybe Darvin's idea of fleet cohesion was worth a look. I tried an early spam of 30 scouts. But I'll be danged if I can reproduce what I observed earlier. I tried experimenting with both regular Sins and Entrenchment. I've been unable to reproduce the behavior in either. The light frigates I was refering to were the neutrals in an uncolonized grav well. The only other possibilities I can think of are maybe it's changed since the upgrade to v1.16 and v1.02 or maybe there is a differe
I played a game recently where I built a rather large fleet of scouts. I had them passing through a neutral grav well and the light frigates where able to overtake the scouts! The scouts where making a b-line for the other side yet the light frigates fell in place and kept up with them the whole way. They would follow, fall behind a bit, then burst speed back up to the scout they were firing on. Bobucles posted these stats here for scouts and light frigates. TEC
Good fortune. Thanks for showing the power of flak (and hohos)
You can get those buttons by selecting the allied units. Just select a grav well that has allied units and you can select a group of allied units like you would your own fleet. Once selected you get three buttons. *set ally to attack *cancel order *set ally to defend Click ally attack and then pick the grav well you want them to attack or zoom in and select a specific target.
The 4v4 with jj was a great example of feeding, econ and being in the pocket. But also a nice attempt at culture shock by chaostheory. Almost worked. Major wang was a feeding machine. I watched the whole replay from John James perspective and it was constant click click click credit, metal, and crystal. Then the stats at the end showed Major Wang's economy was over powering. Good game all around. First time I saw the z-axis put to use in battle too. Thanks again for the replays, Astax
I would like to see the AI adjusted because of the weakness of the siege frigate. The AI typically builds 5 siege frigates when it's fleet is in the 250 to 400 supply range. By doing this it puts itself at a disadvantage. IMO the AI would be better off building light frigates or long range frigates OR just investing that money and supply into a capital ship. There would be extra cost investing in command for a cap. Well worth it though when comparing the survivability of a cap with
The Ogrov is powerful enough against static starbases. Use them like you would a siege frigate. Only send them in when the fleet has established superiority. I keep the fleet away from the starbase as much as possible. I use carriers with bombers against Vasari bases. Not sure about the starfish but since advent is superior with strike craft I'd focus more on bombers and use the starfish on fixed turrents like other have suggested.
I was pleasently suprised. The way the last part of the season had been going I thought we would see 30 minutes of prep for the batlle, 60 minutes of battle, then 30 minutes to wrap up all the story lines. But instead they jupmed away with Hera, found Earth and still had 60 minutes to go. * Tory died. Finally got what was coming to her. * Starbuck disapeaered. Hey is that what we're like in our dreams? We're angels and then when we wake up, poof, we're gone. [e digicons]
Gad. I hope not. The last thing I want to worry about is the AI developing a novalith against me. Thankfully you can knock them out by destroying military labs.
I think we all have WTF just happened moments with this game. And I mean WTF as in NO WAY THAT JUST HAPPENED. I was just playing single player against Advent and I had the fleet cornered in an astroid and I had destroyed all structures in the connected homeworld. The fleet was at the roid and I sent everything I had at them. They wiped me out. I reload my save, upped my fleet and sent them in again. They wiped me out again. I was fuming mad!!! HA HA I have to laugh at it. I was so m
My v1.15 saves are okay. I updated Sins to v1.16 first then Entrenchment v1.02. My old Entrenchment replays work too. Sweet!
Sounds good to me. But I'd also like a fleet cap option and maybe unit caps or option to remove units.
I thought it would be interesting to make them a playable faction. Others have modded for it and in looking at the Forge Tools data they are set up as PlayerPirate.entity but the line "isSelectable FALSE" I was going to tweek that in a personal mod and from the looks of it pirates would simply play as a different TEC faction. But it would be interesting to set them up as playable but not colonizing. They would only capture and convert other ships. Imaging a fleet of pirates made
I like the marble "monolith" look of the Advent starbase
Wow. Thanks!!!! Fixed everything I found and about 25 things I didn't!