yslen

yslen

Joined Member # 3441898
1 Posts 30 Replies 106 Reputation

[quote who="onomastikon" reply="119" id="2765320"]Wouldn't it be fairly easy to have in Game Setup screen a simple drop-down list: "Pirate Strength": Very Low, Low, Normal (default), High, Very High -- something like that? Would that be terribly hard to do?[/quote] No, it wouldn't, I'm sure. I've not played sins since Diplomacy was in beta, making the decision to stop as soon as it became clear the devs weren't going to fix the pirate proble

173 Replies 410,502 Views

A difficulty button is a good idea. I'd like to be able to choose to have strong pirates occasionally, say for a lan party scenario. In most SP or MP games though, they annoyed me, so I put my vote for them to be nerfed in 1.01. I'd like the option for strong pirates to be there, given how it wouldn't be very hard to have a switch that changed them from how they were to how they are now in the menu, surely?

3 Replies 3,445 Views

Just up the AM cost, then the cooldown will be useless in the early game because you quickly run out of AM, while in the late game when AM is plentiful, the skill works as intended.

70 Replies 106,814 Views

Personally I don't think hardware has much to do with it - I play sins on two different computers, and get almost the exact same issue on both - the game slows to a crawl as the maps get bigger. One of these PCs is running Vista x64 with 4gb of ram, an HD4770 and a 2.8ghz Phenom II X3 720 BE. The other is my 4 year old laptop, running XP with 2gb of (slow) ram, integrated "ATI 200m" graphics and a 1.6ghz Sempron CPU. Both systems are fine at the start of a game (though graphics set a

25 Replies 15,674 Views

[quote who="dragoaskani" reply="7" id="2543403"]sorry I Forgot the forums is full of bads who couldn't beat them. Game on losers.[/quote] It's not about being able to beat them, it's about the game being less fun when the pirates are made the centre of the universe. I'm sure if I could be bothered I could take them out; it would require going back to diplomacy 1.00, loading the save where I owned every planet and had maxed out research and fleet then sending wave after

12 Replies 5,972 Views

[quote who="dragoaskani" reply="1" id="2543184"]too late, don't patch if you don't want pushover pirates. The cry babies got their way again.[/quote] A standard pirate raid for a couple of hundred credits should never be able to take down a fully upgraded (weapons/armor) vasari starbase which is sat next to a ton of repair bays. If you want tougher pirates, you're in a minority on this forum let alone amongst all the Sins players who don't post here. Use a mod, that's what they're for

12 Replies 5,972 Views

Just decided to try taking the pirate base, at the end of a 9+ hr game. took a maxed out fleet of 6 lvl 10 caps and about 260 frigates, 150 of them LRFs, with all military research completed. I managed to take out about 1/3 of their ships, and didn't even touch the 20 or so turrets. Pirate stats at this point: Corsair - 7392 hull, 42 armor, 167 ac damage (50 exp) Cutthroat - 5616 hull, 40 armor, 130+43 laser damage (35 exp) Rogue - 4608 hull, 38 armor, 103 ac d

173 Replies 410,502 Views

As a vasariphile myself, I agree with 11 but strongly disagree with 2. The ability to jump an enormous fleet behind enemy lines is a major part of the vasari tactical advantage over the other two. The advent have their awesome ships and culture (which helps boost income to pay for them too). The TEC have a massive economy and lots of cheap ships they can churn out like nobody's business. The Vasari have their phase jump advantages. Fair is fair!

6 Replies 3,634 Views

I've switched back to vasari (who I'm best with) to see if I can cope with the pirates. The orky has an easier time vs the range of the weapons for obvious reasons. Also just been playing on "desperation" - I developed a tactic of sneaking an antorak behind enemy lines (to the asteroid on the outside of the ring), then jumping a whole fleet in to take it, using an orky for defense when they realised what I was doing. The AI, after losing a few caps, retreated back to their main planet.

99 Replies 283,411 Views

How about three (well four) settings for pirates, leaving the choice to the player? pirates off, easy, normal and hard. could also call them "wimpy, realistic and overpowered". Hint: overpowered refers to current settings. I'm glad this is being reviewed though!

173 Replies 410,502 Views

Yep, got to agree, pirates are way overpowered. I was just fighting with an AI over the rights to (my!) asteroid, when we both got jumped by a bunch of pirates. This was about an hour into the game, and we both had three caps and a few other ships - we'd just started the battle so nobody had lost much yet. Within two minutes, both fleets were destroyed and all of the structures in the gravwell too, including the planet. The pirates had better range than the caps, moved a lot faster than the c

99 Replies 283,411 Views

Have you had any confirmation of purchase at all? My serial was with the first email I got after paying for it. If not, is there any way you can check whether the payment was successful? Otherwise, I suggest emailing them and asking. Hope that helps!

5 Replies 2,256 Views

Oh, you're right about impulse - and as far as i'm concerned it's way better than steam, which isn't even stable on my pc. Every time I try to run half life 2/portal/l4d etc it crashes (steam, not my pc). I bought left for dead then had to d/l an "illegal" copy to be able to play it at all, because of steam. Impulse, on the other hand, is awesome. I felt like playing titan quest the other day, and had it downloaded and ready to play within 5 minutes. Here's hoping impulse becomes increasingly

17 Replies 29,497 Views

there needs to be an effective high level counter (ie HCs) to LRFs, and the AI needs to be aware of it too also, there are several bugs with diplomacy (race relation modifiers etc) not mentioned here... fixed in a post-release patch? please? otherwise, great patch. looking forward to being able to use lums vs AI without feeling like i'm cheating...

153 Replies 416,969 Views

glad I read this before I did my usual "connect gaming pc to internet for weekly updates" i'll be keeping impulse offline until tuesday!

17 Replies 29,497 Views

I have to agree with teani - it won't fly. I'm running sins on a phenom II X3 720 BE (three cores at 2.8ghz) with a HD3870 512mb and 4gb ram under vista x64. Monitering my cpu core, gpu and ram usage with rivatuner, the CPU is rarely above something like 50%/25%/10%, and often lower. It looks as though the game is using multiple cores to some extent, though even core0 isn't anywhere near max load. Ram usage stays below 2gb and the graphics card never gets above 50%, and averages aroun

6 Replies 6,486 Views

1. Pirates still raid the player at the top of the list if no bounty has been placed. This is really annoying, not to mention unfair in single player games. 2. Pirates seem to take the players money without actually ever carrying out the mission. This doesn't happen all the time, but often enough to be a bug. 3. With the latest version, I've not been offered a single mission after perhaps 15 hours of play, in various games. 4. In the same 15 hours of play, I've been of

4 Replies 3,944 Views

Yep, this was mentioned a couple of days ago too but got no response. The relationship value seems to fluctuate, and the AI either rejects the pact outright (which I'm okay with) or accepts it and then INSTANTLY cancels it (which seems like a bug to me). Also, after 7hrs in one single player game I got no missions from the AI, and no offers of pacts, despite having maxed out (20, or almost) relationship with multiple AIs. Also, the race relations modifier is positive instead o

10 Replies 4,124 Views

Just following up this post with one of my own, in case the devs haven't noticed it yet! It seems the "race relations" modifier is broken at the moment - for example I get 0.00 for AI players of the same race as myself (vasari) and a positive (+1.50) modifier with TEC or Advent at the start of the game. On "removing" the penalty via research, the positive modifier with other races drops to 0, and the modifier with other AI of the same race suddenly jumps up (to +1.00). I'm a l

2 Replies 3,930 Views

Yes, I think many people are reading this thread and assuming by "supercapital" we mean "build this and win", which is not what I was suggesting. A SC would be less powerful than a starbase, by quite a way, but we all know how easy it is to take down a fully upgraded SB with a half decent fleet. All I'm asking for is something unique, that is clearly leading your forces. It doesn't have to be that powerful, so long as it is stronger than a standard capital. Due to the way the game wor

52 Replies 35,049 Views

I think the updated Kortul almost counts as a supercapital now... I came up against one for the first time yesterday, it was level 4 and singlehandedly took down my lv3 progenitor (using shield regen all the time) and my lv3 rapture + 7 illums. Oh, and this was in my gravwell, with a repair bay right next to my ships. The kortul just kept regenerating until my ships were out of AM (and so was the repair bay) and then went for the kill. I finally got revenge when the AI (in it's wisdom

52 Replies 35,049 Views