Hi, I'm not an expert and I only play singleplayer, but I do consider hullpoint upgrades great even in early game, in the end of that research the 30+ hull upgrades means you have ~30% more ships than a player who has not researched anything from here (sometimes AI doesn't do this type of research). or just think about capital ships, they get much stronger for every faction if you research hull, and especially the RAGNAROV TITAN, this ship must be alive for longer than t
Turchany
Hello, you are my man, I am also new to Sins multiplayer, if you want to we can play online, I don't understand the logics of it too, just join a 5v5 game without knowing anything about it? or organise a match with people you know? I don't know anyone who plays this game... it would be good to play some games before getting in the 5v5-s to get familiar with things how to play with and against humans not AI. If you're interested, send me a private message or
Once in a game against a Vasari AI, I was Advent Rebel, with a level 10 Eradica, I could destroy his full fleet, even his weaker Vorastra without taking any serious damage, I don't know what the hell he was doing, he could only damage 2000 shield and maybe 1000 hull, ridiculous :D maybe that genius was moving his fleet mindlessly in the grav well trying to reposition somewhere? Or is the Eradica that powerful? Now I feel sorry for not paying more attention, I just left the Eradica play it
Hi! I got a bit bored of fighting the AI (but I'm not an expert I must admit), and I would like to try to play with someone, maybe a 2V2 against 2 AI-s just to get familiar with things, strategies etc in connection with multi (reading and watching them is not the same as trying to use them). I've never played against, or with humans, and this cannot go on anymore :D this is my favourite game. Sorry for the post is there is a way to do this without making it, but I got
Sometimes I also have trouble fighting a strong AI with TEC Loyalist too, the strong support role of their Ankylon is not helping my tactics much, I like to be more aggressive, there's nothing effective offensive ability of it. The lev 6 Inspire and Impair is awesome once you unlock it, and the 80% damage reduction too, but before it is not much of a help, other titans are better in my opinion (I lost a key battle at a neutral space junk, I had to help my ally, a TEC I don't remember
You can do nothing against trade ships killing themselves or AI ally stupidly wasting resources trying to throw envoys at you, it is a problem in Rebellion too, where even discovering everything is a painful process because of the fighters at the pirate base, and stupid scouts always want to make their life end in no time, they can't seem to be able to avoid the base on automatic exploration, because on random maps it is always put in the middle between me and the enemy of mine, hard to g
Thanks for the reply, time for me to do some extra research, trying out version compatible with 1.1 for some hours :)
[quote who="Roqul" reply="14" id="3283401"]What do people mean by "stops a trade route"? - i find my trade ships flying through enemy planets to get to trade ports owned by my allies, or travelling through Gas worlds, dead asteroids, clouds, Star systems etc For gas giants, put a starbase with trade port upgrades (lvl 2) and a hangar bay, makes sure that no stray AI colony frigs take those neutral extractors from you. [/quote] <
[quote who="GoaFan77" reply="498" id="3283438"]That seems a bit high. Each nonHomeworld colonizeable planet has a 30% chance of having an artifact. So you'd expect 3 on a 20 planet Empire.[/quote] You wanted to say 6 out of 20, right? that's 30% or maybe I misunderstand the way it works. But with 30% it seems acceptable, because 30% would be for infinite occasions, and this is not even a big difference (8 artifacts on 20 planets).
I remember old Diplomacy times :) crazy pirates and stuff, the key is never let pirates attack you late game or destroy them midgame before their defenses get extremely powerful. I forgot to destroy them many times and late game I was throwing fleets after fleets to get rid of them. As a TEC just blew the crap out of it with 2 NOVALITHS , I don't know why you didn't do this you had the resources for fleets than it would be cheaper
[quote who="TrooperScooper7" reply="490" id="3283162"]No reason to distinguish between city types, SINS planets are just cash cows that can be nuked from orbit... Pity. In SINS 2, I totally want ground combat and so on; that, weapon hard-points a la Empire At War (so you can destroy/disable weapons/engines etc. in combat, rather than having ships be at full combat capability until death), multi-core optimization and/or 64-bit code-base, the ability to affect cer
A little calculation is needed for the starbase trade route because it is very expensive even for the TEC, so if it extends it with only one or two planets it might be better to build another trade port elsewhere if you don't have the chance to expand your economy in this expensive way (and if you have available logistic capacity anywhere). The TEC second trade upgrade gives so much credits if I have a starbase not in the worst frontline I always try to put 2 points in it. But if you wipe
[quote who="TrooperScooper7" reply="487" id="3283051"]As far as planets go, most non-habitable worlds are technically Cryo, as surface temperatures reach a frosty -200 degrees on average though of course this does vary. In general though, without an atmosphere to acct like a heat sink, things are either insanely hot or impossibly cold. That said, a Venus type world could be "colonized" in its atmosphere- in fact, ~60 miles above its surface Venus is about t
PS: I understand the new system of trade ports but WHY changing one trade port income by -8%? Is it competing with itself? :D (maybe it's in connection with the way this penalty stacks on the planet so there must be an initial value to get multiplied?)
[quote who="GoaFan77" reply="482" id="3282658"]At one point in this thread, and I think it's still in the readme, I had a warning to play the game on one income level setting lower than you were used to. I typically play on all fast settings, compared to faster with the vanilla game. Since I figured there are more players wanting a faster game than those playing on slow settings, it was better to do it this way than to reduce income gained from other sources to balance out t
Cool mod, I must say the best mod out of those that doesn't put new races in the game. But overall, the second best ;) But nothing can be perfect. The Allegiance system is exaggerated for me, it leads to having vast amounts of resources quickly from just some planets. For the Advent it's great because the weakness of their civilian structures... but for other races not. The change should be bigger as one gets further from the homeworld (maybe it's great for the maps offeri
I must correct myself, the self repair ability, I noticed the second level reduces antimatter cost, but still I think this is not worth the research as it takes much resources and changes almost nothing.
Maybe in Soase 2? :D
[quote who="Yarlen" reply="82" id="3280473"]It's unlikely that we'll be adding more planet types. Unfortunately, due to the way the Iron Engine works, it's not really feasible for us to add them as DLC either.[/quote] Sad news but I understand the reason now. Thanks for the reply.
I will adress two of your replies not to take much time from Replicators :D [quote who="soase-maelstrom" reply="1390" id="3280091"] Quoting Turchany, reply 1389 I did not know you're alone with the development The Heavy cruisers - Quoting Turchany, reply 1388I noticed that the heavy cruisers are totally OP, giving them the best capital ship abilities of TEC and Advent? They have much reduced
[quote who="GoaFan77" reply="80" id="3279828"] I'd still highly recommend infinite space then. Axeldude's planets are well balanced with the original planets. No 1000 population worlds or anything. Likewise my Enhanced 4X Mod uses some of the Sins plus planets but has changed the stats to be in the same league as the original ones.[/quote] This is the mod I cannot get from anywhere (infinite space), I guess I will have to register to mod
[quote who="GoaFan77" reply="73" id="3279358"] Quoting Turchany, reply 72 would like to ask you, whether should I expect anything about this field in the near future? Mainly this is the reason that makes me wonder about what mods are there for this game. I guess it won't be that hard to put maybe 2 new planet types in it? I think if they were going to do that it would have been added in the expansion, where they could be properly advertised. That's probab
Finally, many new maps, cool :) The changes in this version 1.1 are great, bringing more balance to the Galaxy :) I will see how they will effect gameplay, but I guess they will make it much better. Maybe I will go a bit off-topic I apologise for it, but I could not find a real answer for it anywhere, maybe I was not trying hard enough? :D I have one more wish and this game would be perfect for me: Please, add more p
Oh looks like the link I was using to get to this page of this post wan not updating so I could not see your reply soase-maelstrom before making my second comment, so I apologize for mentioning things that have been answered before, it's my fault. I did not know you're alone with the development, now everything is getting clear for me. I'm not saying everything sh
I've played some more battles after my previous comment so I think I will continue. 6. I noticed that the heavy cruisers are totally OP, giving them the best capital ship abilities of TEC and Advent? The Cleansing Brilliance and the Missile Barrage? They are not even using these types of weapons. I hope it is under further development 7. The next problem I forgot to mention in my previous comment, the utility cruisers. Why don't they have abilities coming with them? Wh