lich1989

lich1989

Joined Member # 3469102
10 Posts 125 Replies 483 Reputation

Hm, never had this happen to me. You do mean left click, right? Cuz right clicking lets you rotate your camera angle. Anyways, my hunch is that you changed something in the game settings. I believe when you reinstall Sins, your player profile, achievements, and game settings will be the same as before since they are in a separate folder. It is in C:\Users\[Your Username]\App Data\Local\Ironclad Game\Sins of a Solar Empire. You could delete this folder (could back it up first) at the risk of s

6 Replies 9,123 Views

[e digicons]8C[/e] Never noticed that before...now it is going to bug me each time I see it...well at least it is an easy fix [e digicons]:D[/e] . I googled piering and found that piering is the process of lifting and stabilizing your foundation--sounds like an armor buff.

3 Replies 3,382 Views

If you are worried about Guardians, try using Subverters. Their distortion field (aoe disable) will be really useful if they are all bunched up (activate its abilities manually for best effect though since the autocast isn't very smart about it) and it has a longer range than repulse. Skirmishers with the interference will also keep those guardians at bay and it will also make the carriers have to spend more antimatter to reproduce strikecraft(can anyone confirm?). Having a Kortul with Jam we

12 Replies 9,242 Views

If I remember correctly, originally, the Maruader could not jump using's its own node since it had to stay in the grav well for it to remain active. They changed that for the better sometime later.

11 Replies 14,661 Views

[quote who="Allegiance86" reply="353" id="2399074"]dont know if i should mention it here, but ive been seeing a bug when it comes to the constructer units. I was on a two system map and had tried to build a few broadcast centers to fortify my culture. I had the money and resources but for fifteen minutes the constructor units wouldnt not move. Not even if i gave them a command to move just a few meters in any direction they were locked in place. Eventually they did build the broadcast centers

376 Replies 756,111 Views

Well, luckily, not all homing mines will explode if triggered by the scout, they will just end up in a different spot. On a side note, I find it fun to run a capital ship through homing mines for some reason. About 50 mines will kill a cap though...

13 Replies 9,826 Views

[e digicons]:D[/e] [e digicons]:grin:[/e] [e digicons]:rofl:[/e] [e digicons]\o/[/e] [e digicons]:dur:[/e] [e digicons]:thumbsup:[/e] Finally, I can use the Akkan!

31 Replies 41,557 Views

I remember using Replicate Forces to clone my scouts to clear mines faster [e digicons]:D[/e] . Otherwise, I usually clone support cruisers. Oh, I had a question about Subverters. The infocard says the aoe disable duration is 30 seconds, I already know they don't last that long against caps and structures but it does not seems to last 30 seconds against frigates either (that I could tell). So...how are we supposed to tell how long the disable will last? [quote who="Astax" repl

376 Replies 756,111 Views

[quote who="InfiniteVoid" reply="258" id="2391225"]Is the rework of Adept Drone Anima on the Halcyon Entrenchment Only? I've added two points to ADA on a Halcyon, yet it still only produces the old effect of adding one extra strikecraft per squadron per point. The description of the ability when you mouse over it also hasn't been fully changed - it says it will add a squadron, yet the green text says "Extra strike craft: #". This took place in Vanilla Sins.[/quote]

376 Replies 756,111 Views

Perhaps you can mod the diplomacy in the game and make it so that you can buy favorability with other empires through monetary donations. Thus, you can form a peace treaty with everyone. You could also perhaps mod the pirates somehow and use the bounty system to win (perhaps you can unleash multiple pirate raids at once). I'm looking forward to the diplomacy expansion [e digicons]:dur:[/e] .

12 Replies 26,312 Views

I've noticed this in Entrenchment, not sure how well it works in Vanilla, but the AI can easily be distracted by scouts. I sent in a couple scouts at the beginning on the game and attacked their constructors. This caused their capital ship to chase a single scout around the grav well. The AI would also build a lot of LF, but would was obsessed with my scout (it eventually died to SC). When it killed one of them, they started attacking another one, chasing it around the grav well. In fact, the

28 Replies 11,312 Views

Kol Frame 1. Power Surge 2. Telekinetic Push 3. Missile Barrage 4. Finest Hour Has Advent Carrier Cap squadrons Power Surge + Finest Hour = 75% Weapon Cooldown Reduction, 2.25 Shield Restore rate, 60 autocannon splash dmg, 5 antimatter regen rate. 10 hull repair rate, and 20% ability cooldown reduction [e digicons]:rofl:[/e] .

35 Replies 131,694 Views

Kostura is the best one imo in Entrenchment. The fleet stun does wonders in turning the tide of a battle and does decent damage (if the ships have shields above 0, seems to do less). The temporary phase stabilizer node allows you to go to any enemy planet you want directly. With a Maruader, you can then jump in or jump out ships in your enemy lesser guarded backworlds. You can also now contruct a Starbase to whichever planet you jumped to or a surrounding planet. Admi

53 Replies 101,517 Views

Well, Hoshiko's tend to heal the most damaged unit. I'm not sure, but it might be a percentage of hull lost or something of the sort. Might also heal those within a certain hull points away from death--which is not good for cap. ships since they are important. Hoshiko's hull repair don't stack and they will wait till it is pretty crucial before they start healing something. Another factor may be that two Hoshiko's going for the same ship but only one gets to cast heal.

4 Replies 13,790 Views

I like the kiting fix for the carriers...but fix the build rate penalty...at the very least now that Carriers are the slowest thing ship in the game (might be as slow or slower as a Vasari Starbase) make the penalty only apply when they are under fire. Could it be time to join the unity? [e digicons]:-"[/e] On another note, I'm glad that the range for Final Judgement level 2 is finally fixed.

128 Replies 396,022 Views

If the Novalith is going to give a fleet buff, it is definately going to need a damage reduction. However, the point of the Novalith Cannon was as a planet bombing nuke. Giving it fleet buffs would probably mean that we would need to give the other two superweapons some sort of bombing damage (I mean, a sudden culture change is going to create riots like Mass Hysteria and the Kostura has to do something to the planet itself). While I like the idea of shield neg

193 Replies 503,380 Views

[quote who="ReiverTA" reply="18" id="2195046"]lich1989: I did say it would wipe out shields for the radiations duration... so effects like shield restore and the Dunovs instashield would have the shields stripped away as fast as they could make it. Still a bit of a pain, but hey - that's why you invested in armor and hull. Minor amusing bonus - the Kol's Finest Hour boosts hull regen, not shield regen. Muahaha. [/quote] My mistake [e digicons]:blush:[/e] .

193 Replies 503,380 Views

We could also buff it by giving it an armor reducing effect per shot. As it stands, it needs to be revamped. So do some other capital ship abilities.

15 Replies 8,628 Views

[quote]Have you seen TEC hull:shield ratio, vs Vasari and Advent?[/quote] Rofl, that is true. Advent, though, have their shield restore. It would screw over Guardians though since they are big shield tanks. Personally, I would rather have it completely nuetralize culture (both sides) on that planet, which is most likely going to be their culture, until the radiation wears off. I've always been annoyed by the fact that I nuked the crap out of the planet yet the culture prevents

193 Replies 503,380 Views

[quote who="Battlestar_Freedom" reply="6" id="2179657"]ok, hit me with that again please lich1989 which folder? and does anyone else knows what he means by the "get a copy of the changes" part at the end??[/quote] I meant the whole game folder which is approx 1.7 GB. For those who don't always want to update their game permanently, you can always create a copy of the Stardock Games folder before updating and put it elsewhere and play it from there. Currently, if

193 Replies 503,380 Views