I'm having trouble downloading the new patch. I get an error around 47% and every time I press resume is goes for about .3% and then I get another error. Dunno why it's happening. Never had problems with the other patches. edit: nvm it fixed itself
rembrandt101
Yarlen, are you at liberty to say how the role of the embassy has been incorperated into the Envoy ship? Is it maybe that the ship itself act as a diplomatic link (giving the +1.00 to relations while it's in the gravity well) or that it has an ability to the effect of "Send Diplomat" which acts the same way. Is the Capital planet still the only planet diplomatic relations can take place at or is it now at a planet by planet basis? I can understand the change, because once you esta
SUGGESTIONS Embassy ability to establish "Peace talks" which both cease Military actions against one another and the mobilization of attack ships in opponent controlled space. This would be effective in both online and offline games, allowing the player to neutralize the military threat of a single opponent for an alotted time (time limit) and allows him/her to focu
Just had a crazy Idea that would make Envoy ships even more interesting: What if they could PARLEY with the pirates if either they could intercept them before they attacked one of your systems or confronted them when they have just entered one of your systems. The concept I'm thinking of is that you'd have to pay them a larger amount than t
As far as I can see yes, The only benefit is the 1.00 increase in diplomatic relations and the later ability to have a pact with another empire. I'm hoping these special abilities are awesome. Maybe something like "peace talks" which give you a timed ceasefire, allowing you to refortify or focus on another opponent (but ability cannot be actived during combat or when you have military conflict greater than -5.00?)
Have played a little of the Beta, and I'm unsure if I just haven't delved into this enough, but I Hope that Embassies aren't simply used for a small boost in relations. Once embassies are established, there should be the opprotunities to increase relations with the passage of time. One Idea is that Military conflicts do less relationship damage and are slowly decreased over time (as the embassy is able to talk about the situation and eventually move past it). upgrades for an
I would have taken this seriously until i saw "I friended you bro". Now it just sounds like a lover's spat when one realizes that the other person isn't what he thought he was and now out of bitter feeling of betrayal speaks ill of his former lover because deep inside he wants to be together with him again. (also for future reference it's befriended. It's a bit odd i know but friended isn't a real word) Now on a serious note, Venge it right, there is n
This question has more than likely been asked a hundred times, but I still need to ask for help with installing Mods. You download the mod as a rar file, but i am currently without a program to transfer it to something useful. does it need to be turned into a .exe file? and after that is accomplished is it as simple as cutting and pasting it in the proper folder in the ironclad mod folder? Thank you for your patience in explaining this process that is mind bendingly simple f
I wondered the exact same thing, I'm fond of the purple skybox colour, reflects wonderfully off of Advent ships
I'm sorry but these witch hunts to "balance" the game are only going to result in nearly destroying all sense of uniqueness for the races and the game as a whole. Most of the abilities of each race are predicated on the Lore (limited as it is) of Sins. I'm in complete agreement with Silfarion, work on organizing all of your logistic structures near the star base so they are under its veil of protection and also invest in a decent amount of strikecraft (through the SB and hangers)
they would move in a similar fashion to modern day satelites which set up a geocentric orbit around the earth and simply go around the planet much like the moon (thruster's would be used to simply start the platform moving as well as making corrections). I understand that it would be a large advantage to have this ability, but i think your over estimate the speed in which this things would move. Slow enough not to be able to match the half the speed of any ship, but enough that th
The Static defense platforms in the game are always wonderful to look at and really have the feel of being proper planetary defenses, but it never seems fun when they are simply passed over. you would think they would be able to reposition. Now i understand in early game this would be a bit much, but i feel they should have the capacity to move and adapt to an attacking force. A late teir ability in the defense tech tree giving the turrets the ability to shift orbit around a
Now that you mention it, I have been having slight problems with move orders for all kinds of ships. Not just with fleets, but with ships following others with a jump or heading back to a planet. Now this may still just be finger slips, but it has happened fairly regularily since i got 1.15 and 1.0 entrenchment. May be something to look into
I can understand you're frustration, and i've seen that before, although it usually happens when the AI that has no colonized worlds but has an ally, and is along with a few structures and is able to pseudo-survive through him. It may even be a case that the computer decided to just continue playing til the complete and utter end rather than surrender once all planets are destroyed (much like the option that player has at the end of a match). not sure if this is the case but it's
Awesome post Cloud, That's exactly what i wanted to hear. Thanks for showing the actual script which helps me actually visualize how you the code breaks down. I was thinking the same thing for the amount of flask protection, 1 or 1/2 the power of a flak frigate. But i see an issue with it's relative power as the ship levels. If the flak damage doesn't increase, and stays sfixed from the beginning, then it becomes negligible later games. If the damage only i
Just Had a question about the Advent starbase Meteor ability that targets enemy planets. Now i may be an idiot and am missing the proper use of it, but it seems that it's only useful when you have built a starbase in an enemy controlled gravity well since the range (which is impressive at 40,000) cannot hit anything beyong its own gravity well. Is it supposed to be implemented as a weak version of the novalith cannon and if so why not allow it to fire at planetary bodies one phase
I'm sorry but you don't seem to understand the hypocracy of your statement. Credit wished for the topic to be discussed, and i was simply refuting the explanations he had given. You criticize us for supposedly "abusing and insulting" others and you're response involves labeling us as "trolls" and challenging us to "grow a pair". The problem is that you yourself are creating is continually perpetuating this cycle because you feel that by telling us off will put us in our place or w
you miss my point wnmnkh, my issue is not that SINS can't borrow other sci fi ideas it's that it in no way has to stay consistant with any other science fiction universe. My entire post was just pointing out that Credit's entire original argument was completely flawed.
Oh and arguing that cap ship flak is a luxary and that it's good to have it and it's also "right" is boardering on sad, silly and adorable. This entire point is fantastically obsurd; because you compared this change to the human tendency to create non "necessary" items (and for your information, toilets are totally a necessity for public hygiene, unless you want to pour your waste into the street without drainage like in medeival europe and then contract the plague) which is really just
Most of Credit's reasoning in his original post don't seem, really to have any baring on the matter. To try and draw parellel's between other science fiction genre's and World War II is just a tad bit silly. Why does SINS need to "conform" to these type of supposed rules of ship design? They don't even take a lot of real science into account (e.g. why is there sound in space, and ships in deep space (not near a gravity well) wouldn't bank when they move) And also it needs to be ta
As Kosher as it is to give Capital ships flak, we need to understand the need for balance over-rides and practicality of giving them flak. People keep on referencing science fiction to reinforce the need for flak on capital ships, but you need to realize, that the need to feel "realistic" is secondary to balance. My problem with giving all capital ships flak that it unbalances the capital ships between each other. The carrier class cap ship will be rendered nearily